nice idea but i still think 1 of the main role of fortress has to be giving troops and eventually towers/bonuses to OTHER cities, way lower than the bonuses to his own defense ofc but they should improve others first of all there is too much difference and its too easy for a player move the army to the right place while its way harder for ai maybe some lvl 5 bonus could be a strategic attack similar to civ 5 cities, so its harder to go around fortresses
ddd888
you dont have time and mana to cast 3 elements spells they are too much you rather have 2 champions but 2 schools are more than enough to play well, and as soon as you hire lvl 7 9 you are guaranteed to have them all probably
3 turns duration is just perfect and has no side effect no need to complicated things or as someone said some time ago you regain it over time, like 50% blind +10 per turn or so
i play 1 game for each main sov to try balance and strategies each time the best imo is magnar, slaves are a quite innovative gameplay and i like ofc a pure mage power second choice is irane cause i like archers
but spellboos after the second are worthless having many spells on the same champion is not useful 2 is the max worth taking for some multi school spell (but mostly cause they are OP right now) all those traits now are too much op and need balance
tech IS required because like other said 2 guys would have champions too soon also its required cause lvl 7 9 champions are verypowerful and having them at start would make sovereign bad and would allow you to steamroll everything
well its not aoe, its magic traits that should be nerfed (evoker path, warlock etc) after we have a balnce there we can evaluate if fireball and aoe is right or not even single target is too much you can 1 or 2 shot dragons too
something that makes your casting free cannot be fine spell costs should be from 100% start of the game to something around 30 40% but obtained with MUCH effort not something you get free with a champion or starting sovereign
[quote who="Lord Xia" reply="55" id="3245954"]Is anyone noticing anything strange about the AI sovs Gold? I played a game last night, proof of concept kind of game where to put Golem gear on a Juggernaut, where after 100 turns in Tarth has 15,000 gold while only on "Challenging" difficulty. I assume they are rushing troops, as they have nearly and endless supply, and after another 100 turns of me doing nothing but defending against endless stacks, they are down to 10,000
[quote who="Wizard1200" reply="53" id="3245952"] Quoting ddd888, reply 52more like discipline +2-5 acc and spell resist hardy 10 hp and 20 30 % resist to poison brilliant +2-4 sp mast and 10% exp In that case they would not be worth one creation point.[/quote] i dont see why
even though its 2 turn cast time cast time is so hard to balance because basically whoever can interrupt make those spells useless against whoever cannot interrupt its so op anyway fireball with 2 fire shards does nearly the same dmg in 1 turn less dunno i m not sure wail is so broken
more like discipline +2-5 acc and spell resist hardy 10 hp and 20 30 % resist to poison brilliant +2-4 sp mast and 10% exp
game is not supposed to be played without a sovereign and heroes they are part of the game, then it should be possible to develop different things but they still are are and have to be important
you remember you need water 2 AND life 2? i think on level up it says that both unlock it even if you dont already have the other
focus is the equivalent tactical also since there is a balance tag, mantle of ocean should be heavily nerfed i use 10% and its even too much, mana discount stack too good like other things as for another buff it cant be death, death is supposed to provide negative effects if we want a spell dmg buff should be like water air or water fire maybe death could have a spell reduction curse maybe
yes this is happening often with amarian blood for example what unlock the stucking situation usually is enemy turn meaning i dont get action bar until an enemy move
well i dont think we "need" it but its a good idea, some more spell cant hurt and this is easy
well whatever client is reading files somewhere maybe make a search on your HD to spot some copy, remove all mod dir etc
[quote who="stein220" reply="12" id="3245417"]dangerous enemies are fine, but their threat rating should reflect that. any unit that can reduce an entire, early army's hp by 80% should be at least a medium.[/quote] yeah but ratings have nto been balanced yet ignis are so high and they do nothing etc
do you have the copy in the same folder? it happened to me too and frogboy explained it later in another post i renamed original file like coreblablaoriginal983.xml or similar but the game read all files anyway so you cant have the copies there
[quote who="Wizard1200" reply="17" id="3245270"] quoting post Balance ... many great changes ... I think that the reduced shard scaling of the spells is great, but ... - the base effect of many spells should be increased to make them useful for all heroes: - Heal 8 -> 10 - Flame Wave 4 -> 6 &nbs
[quote who="DsRaider" reply="7" id="3245265"]I think Coal Stones and Despair need casting times. [/quote] no that would make them useless coal stone is nearly good, i like it like that despair need a nerf, i made it 2 per lvl and most of all cold dmg instead of true dmg the point is that you can counter coal stone with fire res while there is no counter to despair which is bad</
do you know what random means? its not like 5% for 20 rounds means you surely get hit also 1 hit in 20 rounds is very low anyway, a dragon should kill anyone but a full plated champion in 20 rounds
[quote who="harmonius_" reply="13" id="3245188"] quoting post Balance You always have at least a 3% chance to hit a target You always have at least a 3% chance to miss a target You always have at least a 3% chance to resist a spell You always have at least a 3% chance to fail to resist a spell 3% is too small chance. Usually champion with 20 attack need no more than 20 rounds to defeat drake.[/quote]
this is still heavily happening in 983 it still seems to me monsters just dont target ai 99% of the times