An interesting read, but probably could be better organized. It was difficult to work my way through that post. As far as the percentage of differences are concerned in playstyle.. I really have no idea what you are getting at. For the bonuses to tarth, while I like the move towards making the faction more oriented towards a specific strategy, I think it would be better organized into faction traits, so that custom factions can play a role. Factions don't necessarily need only 2 t
CdrRogdan
This is intentional, but I don't believe it's a good intentional.
@Heavenfall Are we playing different games? I recall boots of the spider preventing knockdown not increasing move. In fact there are no such move boots anymore. Warg mounts also increase move by one not two. Perhaps you are confusing high movement with stacking Master Scout bonuses. In any case, I think the crux of the matter is the scout trait. For the most part I am in agreement that I would never place a unit in my champion army that slowed down it's overland movement, bec
Just fyi Endless legion only affects the base cost of the unit. So you are typically only saving 20 production per unit produced. The master smiths ability is actually considerably better as it reduces all armor and weaponry. However neither of these affects have any influence on traits or equipment.
There is something being overlooked that I just recently realized.. damage from elemental sources is not reduced by armor. Unless something is changed to the way armor works or reduction is gained based upon resistance, altering the weapon/armor damage is simply going to make building units with fire/frost amulets/rings and mage staffs the new method of decimating stacks. Currently with a mage staff (12 fire or frost) (or an ingys bow - 8 pierce, 6 fire), fire and frost amulets
Impenatrable would be a trait that allowed incoming damage to be reduced to zero, rather than maintain a mimimum of 1. Obsidian golems should probably gain magic damage reduction based on their magic resist (all units probably should). Barring this they should take zero damage from fire, cold and half from lightning. This should probably be granted to Earth Elementals and Dragons in addition to being selectable as a path of the defender trait. Alternatively all damage tha
The issue isn't so much that there aren't summon spells available at every level but that each champion is restricted to 1 summon per spell school they have leveled. I would definately appreciate more summons, but I'm not certain they should be tied to spell level rather than to magic technology. There should also be no limit to the number of creatures summoned other than the mana support required per turn.
I think they made it 4 so that newly recruited (level 3) champions would have the option of specializing according to player preference.
Is your unit mounted? I tends to work fine on non-mounted units, but as soon as they get a horse under them defending can stall for almost a minute. Also this is in the wrong forum. You can edit this and move it to support!
For those of you that don't understand the purpose of this: When choosing new spots to build cities the location they are buildable is based on the total size of the city. So if for example you wanted to construct a city on a tile 8 squares away, you would not be able to construct any new buildings in that direction until you had first placed the city in the spot, as the restriction then reduces to 4 tiles away. This is usually not an issue when you start next to a wall of w
Personally I think heroes should gain multiple attacks and utilize weapons of similar strength to regular units, as that would probably help a little with the excessive damage ratings outweighing defense. A lot of units are like this. War trolls, ogres, dragons.. all have attack ratings that bypass any reasonable units defense, but cannot defend themselves against arrows to well.. save their lives. @Alstein calculating hp loss this way would be needlessly complicated and re
@ddd888 as;ldkfaj;sdjfslkj!! For the last time I'm not suggesting anything. I'm merely describing how the game works.
Loading up the game here: The units were level 8 with 290 hp, 157 attack, 27 defense. They were using the lightning hammer (+1 attack per level) and a mix of plate+masterchain. I had 4 of them and a couple yewbowman. I think I managed to fight him in my territory though, so that was 180 attack, 34 defense. To be perfectly honest I had no idea what I was getting myself into before the fight started. I would have arranged my army and champions differen
@Tasunke that is indeed how it works. I was explaining that the effect of +1 damage wouldn't function very effectively. Howevever, the issue is that armor, at least early game, and especially against spears/yewbows, does little to actually mitigate the damage. Not to mention that all attacks inflict a minimum of 1 damage. Even at 1 damage a unit with high defense can be easily overwhelmed with enough attacks, this is especially the case with archers. Probably champions with path of
@ddd888 Regular units do not count towards the split xp mechanic but still have xp split. So this is the way the game works: Scenario 1: 3 champions and 3 regular units (split xp by 3) Scenario 2: 1 champion and 5 regular units (no split) Scenario 1 Result: 120xp = 40 xp per unit Scenario 2 Result: 120xp = 120 xp per
@Sean3w Now I am confused. What is 'City Prestige'? And how is this different from regular prestige or growth? Also unrest won't hurt larger maps more if it is implemented properly. That is to say, you could recieve more unrest for addtional cities on smaller maps and less unrest for addtional cities on larger maps. Personally I find the biggest issue not being that having multiple cities is the best strat, it's the expanding as quickly as possible i
That was me. I feel so special. I probably should have recorded it ^^; Protip, never stack melee units with more than one champion. Their xp will be shit
Honestly I find regular units to be far stronger than a solo defender, but this is mostly due to the rediculous hitpoint gains from level. However adding +1 attack per unit would not function the way you intend it to. That is to say each unit in the stack does not actually 'add' to the damage, rather it is a multiplicative of that damage. So for example if you were to attack a unit with 40 defense with a unit of 7 swordsman (totalling 77 attack) you would not inflict arou
[quote who="feelotraveller" reply="28" id="3092480"] Do you mean growth Sean? Prestige will be spread across all cities. Growth bonus is for the city the building is in. There is already the Tower of Dominion but maybe it is not powerful enough and/or we could have another?[/quote] He definately doesn't mean growth as that would encourage city spam, since building new cities would have no effect on the static growth that building provides. The towe
Part of the problem this strategy is so viable is that city militia no longer improve with technology. Previously researching leather armor was a massive upgrade to city defenses as all militia would come equipped with it. Sadly they remain equipped with no armor and basic clubs well into the highest level of the tech tree. As far as unrest is concerned, this needs to be based on map size. My recommendation would be 6 - tiny, 5 small, 4 medium, 3 large, 2 huge.
@DGB The problem is that initiative doesn't determine move order, it determines combat speed. Meaning for example you might end up reducing your movement and attacks by half depending on the weapons and gear you are using. It creates a wonky method of determining the best equipment to use on any given character. I don't really see a reason for the doublewhammy in effectiveness. Also @Mqpiffle There is no reason for strength to modify encumbrance when there are better ways to g
@ Aerion I don't really see this as an issue. You can choose to make a pure caster if you wish and I have done so in several playthroughs. I certainly do not like that initiative determines casting speed, but that is mostly due to being forced to equip items that make no sense (such as a dagger) to improve my overall damage. I especially dislike that fireball and blizzard were nerfed purely due to a trait that was already indicated as being the problem, instead of remov
How would any of this make the game more dull? You still gain the same spells, they are just organized differently. It actually opens more possibilities to create dual and tri spell school spells as it will be more viable to level multiple schools.
The 'dodge' chance for magic attacks should be spellpower versus spell resist. If these traits are equal they will hit 50% of the time. A 'typically' low chance to hit seems a reasonable trade off given that the attacks ignore armor. Also calculating hit chance this way will give a reason for units to have high intelligence other than the off chance a caster is in the opposing army.
There actually are already spells that require two schools. Some of them are pretty amazing: Contagnation, Gentle Rain, Earth to mud (or whatever the equivalent name is), forced march. The trouble is that there are so few choices to go around at level up, trying to level multiple schools can seriously hurt your character development. Perhaps just as importantly, in a huge fit of irony, many of these dual spells are just as effective in the hands of a