I am against the above listed changes, as they are far too debilitating and the AI will be an even worse opponent than it is currently. With proper tactical management it is difficult to lose a hero during combat but that doesn't mean you should cripple players (or the AI) for making mistakes. Personally I agree that they are far too minimal in their effect, but many of the injuries could be better balanced by simply doubling their effect. While some of them n
CdrRogdan
You do not need to 'repost' your reports, you may edit them and change the forum they belong to in the 'category' section above the title. I'm going to do that for some of them now. For issues that are both, or are not 'clearly' bugs probably should remain in this forum. Thing like spells having no cost, weapons doing outrageous damage etc. As these are probably intentional even if unbalancing.
I would prefer a listing of the enemy composition, even if it doesn't say specifically what is there, as both bears and scrap golems have a rating of 'strong'. One of these is -considerably- stronger than the other.
This only applies when the unit is next to your unit and you do not actually move into the square you are attacking, so this is fine. Part of the reason I think this was implimented is because sometimes stacks of units can stand on top of each other. Meaning you would end up consuming movement points because you had to attack those settlers and that caravan before you could attack the incoming army, all from the same soveriegn. I do not believe this is a bug ^^
Built units do not benefit from the veteran or experienced traits, as there levels are still 1 (or 2) when constructed. The veteran trait also costs 1 more gildar for the group as apposed to each unit. Intentional or otherwise, the wording on this is misleading (as most traits work on a per unit, not per group, basis). The crusade spell currently has zero effect.
Conscripted needs to come with a reduced (gildar) maintenance cost to be worth it, or the reduced build times need to be a percentage (with some minimum value). -10 to build time for -2 initiative and accuracy isn't close to be a fair trade.
[quote who="Wintersong" reply="3" id="3063626"] "Sergeant! I need a Pub asap and I need it for yesterday!" "Sir! Yes, sir!"[/quote] Hahaha! That probably isn't too far off.. and I would have definately recommended placing pubs in with forts ^^ The 'Warfare' tech tree is just a name though and I'm certainly open to changing that name to better reflect it's purpose if necessary. Again the issue here isn't that I disagree with the grow
One magic school per hero would suck donkey balls. Both because certain spells require two schools at a certain level and it is rare enough to get the correct combination that I wouldn't want to increase it further, and also because currently certain schools do not benefit from the path of the mage talents (earth and life) making choosing path of the mage a very poor option unless those mages also obtain another random school. Besides more variety does not necessarily mean more po
Wait? Growth and giant growth stack? That's gotta be a bug. I agree with +25% for growth, Giant growth can be 50% with some other effects, such as temporary hp/armor given it's level. I would also like to see a 'mass' version of growth. That would really give me reason to max out the life tree.
I do not mind champions being restricted in the spells they can cast but I would prefer they have a 'rare' chance to obtain a new school. What I do have an issue with are champions that have path of the mage without relevant spells schools to match. No Schools, Life Magic, and Earth Magic are good examples, as many talents (such as evocation) have no effect but still clutter the level up options.
The list of the items that have no materials cost that definately should are: Maul Legendary Maul Burning Battle Axe Banishing Mace The list of items that have no materials cost that probably should are: Ring of Embers Ring of the Glacier <p style="padding-left:
So after viewing one of my cities and seeing it was providing over a 50 constitution I quit the game and reloaded to find it increased by the value of the enchantment yet again! Also I discovered the limit to the bonus from these auras is 96. I demand you remove this uncalled for limitation!! Uhh seriously though this is a pretty big issue. Not to mention the earth spell (Aura of Might) shows up in the spells list but does not have any spell level requirements, nor do
Values which have a base attribute list that base attribute in the tooltip, such as accuracy (Base +5). If critical chance has a hidden bonus it's not very high.
Click the double up arrows on the very right side of the menu options underneath the units (where you select guard and whatnot) and select 'upgrade' then swear repeatedly that you don't have the several thousand gold required to do so.
When I hover over enemies in tactical combat I would like to know my crit chance, crit damage as well as the retaliation damage and chance to dodge the attack. Having 40 dodge might be worthy of entering melee with a low level opponent, but against a dragon, perhaps it isn't that good. Knowing this helps players make more informed tactical decisions. I am certain the computer already has this information.. Kinda wish they would put it to use ^^;
Maybe this is due to the abysmal random number generator but I find that my units do not critical hit often enough despite having high crit chances. However.. in the event that stat bonuses per level get reduced and hero levels fall under control I can't imagine using critical hits as a viable source of damage. Currently critical hits are at 1/2 dexterity and inflict double damage. My suggestion is to change the critical damage to +40%, allow regular units to critical hit (perhaps
Designed units are solid. Keep in mind that wages are the same for all units regardless of gear - I'm not suggesting a change to this, it makes sense. But to give you an example of why you would want to design units yourself as apposed to the faction specific ones: Pre-Designed Archers do not come with the accuracy trait, which should be a given Pre-Designed Melee units come outfitted in auto-upgraded ar
Well it's not a stream, but I put the video up in High Definition (so you can read the tooltips) and covered most of the important game elements. http://www.youtube.com/watch?v=KlaR0C_v4Sg Took many many hours to produce, let's see some love The sovereign name was randomized by the way and used the capitar faction: Traits were: Might (+1 attack/level
I'm very likely to get flak for this from our builder-oriented players, but hear me out for a second. What exactly is the purpose of the civilization tech tree? Asuming that you max out the tree, what benefit do you gain from doing so? Faster research of the other trees? You can't exactly win via alliance with no standing army, nor can you front an army using camps as they are limited in the number you can build. Unless the camp building limit is removed this tree i
The tech speed option is currently disabled. You can test this by starting a game and checking how long it will take to research the first tech without a city. (It should be 25 turns). Then adjust the setting to 'fast' and see how long it will take (also 25 turns). Personally I think the magic tech tree could use some reworking. It is far too easy to research enough to acquire a force of 5 or 6 heroes and stomp the map together, while researching the military line require
Err... You gain territory offensive bonuses. You also can gain additional defensive/offensive bonuses from forts and a specific faction trait (turtling or some such thing). You probably just didn't notice because your stack o doom runs over dragons >.> I really like the idea of actual walls being present in cities as it provides an interesting new element to tactical combats, but I don't think that the defenders should be provided with both. I propos
[quote who="DevildogFF" reply="41" id="3063350"]REALLY agree with Thormodr, too. Hate that spiders will always destroy my caravans. Other factions? Yeah, sure, that's a strategic target. Spiders, wolves and trolls? Please, god, stoopppppppppppppppppppppppp![/quote] You agreed with the wrong person XD. And I think caravan crews are super tasty! You should try some! Seriously though it's not a big issue. They get rebuilt from the affected city, so it's just a matter
[quote who="Hanekem" reply="115" id="3063409"]the other option would be to only get what you earn, that is to say a unit gains XP in relation to the damage it dealt to the monster, with a special bonus for the unit that dealt the killing blow, that way the units that spent the whole battle doing nothing get no XP or a very low amount of XP (basically a flat value representing being in the battle)[/quote] Please god no. Being forced to send my 5 attack power zero armored
[quote who="seanw3" reply="8" id="3063378"]I think you should be able to cross classes. To me, the problem is that Path of [Class Here] is the best trait in every category. The incentive to continue a path should be based on there being continually better traits as you go higher in a class. That is straight out of D&D (bible for leveling mechanics). [/quote] Agreed. The pure stat bonuses are too high for the 'path' talents. I would prefer to see s
@harpo that is an issue with the 'autoresolve' button exclusively and has little to do with how overpowered-or not the Heroes are, which is the crux of this posters concern. I have however mentioned previously that the rediculously slow tech advances are part of the issue. Heroes can clear the map by about turn 200. Now maybe this is a reasonable period of time that the game is supposed to last, but if so the player/ai should be able to research equiv