[quote who="GFireflyE" reply="16" id="3242539"] I think this would work if this was the only element affecting unrest. Maybe reducing it down to 5% would be better balanced.[/quote] yeah ok number wasnt really though through :P [quote] But, I must ask, why would a more successful empire generate a higher unrest?[/quote] your native ppl is angry because you feed other cities and give resources around instead of them </
ddd888
it seems that it would solve multiple problems -civ techs being the best choice for a long part of the game -city growing too fast and with the new level up bonus its a bit too much -making things improving growth a factor, right now you would NEVER enchant a city with growth or value a champion providing growth after reading others opinions i changed slightly into -moving prestige from first techs to other later techs
the solution would be civ like every new city add 10% unrest to the whole empire so you cant rush build cities same as civ etc etc
yes but on the other hand not having them with lvl 1 champion you hire at start is a HUGE rng basically now they are strong, but balanced since you have access surely to 1 but most likely to 2-3 they are OP per se but they dont unbalance the game as a whole moving to lvl 2 unbalance things, untile all enchants are equally strong
problem is that inspiration is not free, of the 8 main sovereigns only 2 has it i think so basically the odds are in more than 50% of the games you wont have inspiration between the sov and the first champion lvl 1 this makes propaganda AT LEAST viable but surely its situational, if you find a very good champions lvl 7 for example or if you want to upgrade your sov gear while having troops to mantain etc etc
you got me partially wrong i didnt mean a real turn limit like that i just meant that mites and wolves should have only few money, a potion and stuff like that, and it should be much harder to progress killing a banished ogre is np, but sometimes between the first "array" of monster you get some imba drop but ehy, its nothing to worry about, devs are just giving a lot of attention to balance and monsters these days, im sure this will be checked <
as a side note we should know or at least have an idea of what is gonna be at release and the basic plans anyway the easier things i needed were #3 calculation for stats different from "value" Does the UI need change to reflect this? no its an internal thing How is the AI going to interpret it? </span
yeah, not perfect but its a solution
what kind of bugs ?
but i dont want any text at all for example for isusingstuff and other internal stats i need just to adjust calculations etc
uhm hidden doesnt seem to work its hidden only in the unit panel but not in the item that provides the stats, is this correct?
[quote who="Emperorjarin" reply="101" id="3242111"] Quoting Kongdej, reply 82Am I the only one concerned about the "Base 4" reduction or boost being reduced will result in a much poorer spell, I am all in for less scaling on shards though, on all the spells hopefully. You're not the only one. I am worried that an already poorly-implemented strategy (pure support caster) will be nerfed into oblivion with the reduction in base effectiveness with haste/slow, especially
good job on new ui changes and dodge reduction :D
more than item prices should be tuned down the quality drops and monster difficulty in general should be tuned up (they are doing this btw so it will reflect in money gained from drops too) anyway many low level lairs give too high loot, this both contributes to making champions snowball and like you said is often a better way to gain money while for the first 50 100 turns you should about never drop anything better than normal leather and base weapons (
do you mod while playing? a couple of times it happened to me and i think its because changing xml interfer with actual game, some xml is read during the game one time i just couldnt keep playing anymore
he gave a lot of aoe (unsure about this, seems too strong to have high dmg as warriors should have AND aoe, but i could lower the dmg a bit) many counterattacks (this i like, when you get hit instead of taking less dmg like a defender you hit harder :D , kongdej may cry, ill probably add 1 counter to warriors, not more though) flurry is interesting, but too exploitable giving real turns ( if it doesnt give turns then its just a stronger dbl attack ) but as it is could make war
[quote who="Kongdej" reply="16" id="3241746"] Quoting Lord Xia, reply 9They can't die. The system isn't made with the ability to create more, so losing them permanently is problematic. Thats right, I wouldn't mind champions dying after 7-9 wounds since... well same same, but I would rather they would be retired as city governors, even for a meagre 5% bonus until I decapitate them. [/quote] this could be a nice skill , you decapitate your defe
well some active skill with crowd control effect cant hurt but i dont want to exaggerate with them, moving stun on warrior is an option maybe as for buffing i already made a subclass commander for the defender path providing army improvements and moved there all stuff like that maybe i could differentiate giving the defensive army buffs to commander and the offensive ones to warrior, dunno or maybe some army debuff for enemies &nbs
well charge is bound to a turn not an active check but yeah, if brute works perfectly then forget what i said it was probably stupid :D
[quote who="halmal242" reply="17" id="3241704"]I like this idea and have been toying around with this same thought but to a greater degree. But I do not know the limitations of the initial Sov creator. Is it possible to set the path of XXXX within the sov creator? Also I noticed that with the level restriction abilities added to weapons you could also add a unitstat_tag for armor types that a specific type of class of armor could be restricted to. So a Path of Mage cou
i need some idea here since anyway i started changing a bit the classes and now i miss warriors the problems i need to solve: -give an use to warriors when the opponent hit very hard in melee(ofc every class has their counters and i accept it, but generally speaking everything hit quite hard in melee) -i cant make them sneaky because thats how i made assassins, hit and run, dodge, skills with short duration resistance etc -i have to make them les
maybe that guys should unmount and start casting a despair rank 2 with 10 turn casttime so youll start hitting the hardest you can and spamming counterspell in the hope to break it if you succed then you win, if not... goodbye :D
[quote who="cardinaldirection" reply="10" id="3241688"] What exactly about the proposed changes makes them more difficult to incorporate into the AI than any others? The goal is a functionally balanced game regardless. [/quote] well imo at this point we are close to release so i wouldnt want to see a feature that is cool per se but totally exploited by humans and totally ignored or used randomly by ai thats my view  
[quote who="Derek Paxton" reply="6" id="3241651"]reproduced it here. Not sure why its not working (its not he multiplier part, i took off the vsDamaged on it and it worked fine against everything). We are looking into it.[/quote] i remember heavenfall saying all traits are calculated just when taken so it doesnt look like this ability can update if that was true unless the hardcode for vsdamaged should refresh the trait each time, dunn
[quote who="pomalley" reply="3" id="3241675"] Generally you may be correct, but I prefer not to have auto-scaling for this reason: if something is easy, you get a crappy reward (an item you won't use, 35 gildar that doesn't mean anything to you at this point in the game, etc. This also gives a good way to level-up later champions (and henchment).[/quote] yes i agree i dont like autoscaling games tbh, thats a cheap solution for devs that dont have a clue how