[quote quoting="post"] 2. Death Worship faction bonus now correctly gives +10% to hit points, previously it didn't do anything. [/quote] Thanks for re-enabling the ability. However +10% hit points really doesn't do that much (Kind of like brave). Maybe we could have that ability be more beefy (say +25% or something) and apply a -1 prestige modifier (or a -25% prestige penalty. Who wants to be sacrificed?). Just Some Thoughts,
jecjackal
Seriously try to go to the forum, you get this odd "Wiki not found" error.
[quote who="Trojasmic" reply="3" id="2842505"]following this thread.[/quote] Following this Post
So I think I read in the last patch notes, that there is a crystal craig spawning tech. Well I'm pretty sure I haven't researched it (I was not focusing on adventuring this game, only did like 2 of the notables techs to get me off the ground). Anyway, Twice in my current game, crystal craigs appeared outside my capital. I don't know who researched them but So far no special resources are near the enemy's capital (in fact no other crystal at all this game).
The adventuring techs are really vague. The only ones i'm certain on are the ally techs. The others are a crap shoot (I read the description, and they ALL SOUND THE SAME lol).
I've noticed this as well. Not to mention When looking at the Air book (I haven't looked at the others in 1.09t), I did not feel like I needed to use those spells. The tornado spell is a great concept, but my military can already squash all others (and its always at the same time because of teleport). The storm spell does so little damage its not worth using, arcane arrow is better (not to mention arcane arrow targets a specific enemy, not a random enemy). If the devs could bo
I researched up to Sions in my current game as empire and while I can build the temple, no sion unit type was enabled. I also did not see a sion item (in case you are allowing us to design them now).
If nothing else, I would really like to see the dynasty system allow for heirs to take over. And another note, I find it a bit absurd that when defeating an enemy sovereign, the entire empire disappears (They should randomly split into minor factions, join neighboring factions etc. Same with the military units). Those suggestions that I mentioned should wait until 1.2 however. I agree with most of your points.
Now now, don't go adding traits and abilities until my death worshiping wraiths have an ability [e digicons]:annoyed:[/e]
[quote who="Alstein" reply="8" id="2841730"] Quoting impinc, reply 6One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose? Probably on purpose. 
While this is not an issue regarding magic, I feel that tactical movement and attacks should be seperated. To clarify, If i purchase a horse, currently I get +1 movement (Main map) and +1 combat speed. In tactical combat this translates as an increase in action points. It doesn't really make much sense how mounting a horse gives you more attacks or how equipping a dagger makes you run faster. To this end, I devised the following solution Movement</strong
I have to agree that Int is a dump stat. I have played several 1.1 games and have been a melee caster. I even reduce my int to 5 at creation for extra points in strength and con. Most of the spells do not get bonuses from int. Some ideas: Summons Let x points of int increase the summoned level of the creature. For example If every 5 points of Int increased the level of an Ice Elemental, If i had 12 points of int, It would start at level 3. <str
my lord that is a lot of abilities you packed your sovereign with.
[quote who="impinc" reply="2" id="2839247"]I've seen higher level heros without researching a single tech for it. [/quote] I see NPCS whose name is "Champion". I never research the hero techs but I cannot hire the generically named champion. If I research the tech, will their name revert to who they really are and become hire-able?
because of how few gold mines are in my games, I rarely research the tech byond what is required to build on the gold mine. I'd rather sink those TP in to defenses or adventuring tech (which I always fall way behind on). Now if those merchant buildings affected the tax income, I would definitely use them. However, Some cost balancing would be needed to prevent runaway gold economies.
[quote who="Goldmos" reply="18" id="2837771"] Why is everyone treating this post like the ideas section of the forum? This is merely a sit rep and invitation to irc. [/quote] [quote who="seanw3" reply="15" id="2837753"] quoting post If there are any diplomatic features you guys would like, feel free to chime in. That is said, what I would like to see in the diplomatic treati
weapons could also be more gradually improved through tech. Say we break them down into various metals: Brass, Iron, Steel, Elementalium (and so on). Then we could take some of the weapons in the game right now and simply tier them up. We could have the short sword have and brass, iron, steel and elementailum variant. This would allow elemental to have more choices for weapons. Right now each tier only unlocks 1 or 2 so your choice
[quote who="Wizard1200" reply="12" id="2836787"] Quoting Diardiamond, reply 11While I dont completely agree on limiting a spell to being cast once per turn I can see that it would greatly change how some people enjoy spamming SMD's ( I am biased since my Hero armies tend to rely heavily on those spells) Perhaps a workable compromise would be to limit how many times a spell could be cast by 1 channeler during 1 turn based on the spells level? It's been ages since I've played AoW; may actu
[quote who="BoogieBac" reply="9" id="2836722"]Great feedback guys, thanks for the write ups. RE: Enchantment Spells - What if we made some of the resource buffs give a + %bonus instead of a flat +bonus. This way you can cast it on your gildar producing center to give a nice boost, opposed to +1, which on second pass does seem worthless once the game starts rolling.[/quote] Yes a percentage increase would certainly make the enchantment line worth mor
even with the .1 multiplier, a 12 hit point (the new base hp) would be upgraded to 13 hp (if it was a .1 modifier). Could a dev confirm if this is working.
It would be nice if the monster spawn frequency could be set by the player (in the game setup options).
Does death worshiping do anything? It claims to have a +10 bonus to HP but i'm not seeing that bonus anywhere.
So when frogboy first tossed the idea for spell levels, I was all excited. What i thought was going to happen was that each spell had a level and you could continue to hone that specific spell. For example: Lightning bolt: Level 1 Mana: 20 Damage: 1 - 15 Range: 6 Lightning Bolt: Level 2 Mana: 20 Damage: 1 - 18 Range: 6. I believe a system where we can con
[quote who="Lantros" reply="12" id="2835322"] Hot fix scheduled for today to address this. Impressions: - mana maintenance window is fantastic. - I like the new icons for the spellbooks (combat, terraforming etc.) - With 1.09o it was the first time i created a pure channeler (much int., very low strengh and dex., all spellbooks etc.) and what i´ve missed was a job thats fits with such a pure magical char. Something like "Alchemist -
Regarding the parties. I feel they did get nerfed a little hard from the original concept. If each member after the first added like 5-10% of their attack skill to the first soldiers, It would help make them more useful. Right now in games I only make parties because they have more health than the normal foot soldier. With that said, the AI is probably thinking "Hey, i can make 1 nearly invincible soldier or have a bunch of weak soldiers run around together about as eff