Actually now I come to think of it it's a bad idea- Magnar slave troops would be unstoppable.
leeboy26
I haven't been unduly affected by monsters last game a shrill lord razed my city but my borders covered him so my fault. Monsters do not, however, seem to bother with AI cities being right next to them. I know Frogboy or Derek said this was corrected but it hasn't as far as I can see.
[IMG]http://img832.imageshack.us/img832/4305/banditsr.png[/IMG]
City specialization will hopefully give us Castle Towns or the like letting us do that.
Mounts need sexing up to be sure. Giving horses a charge bonus if the rider has a spear and the warg a 'Savage Leap' ability (or just an attack after the rider does) might make this more flavourful. Also, there is no disadvantage at all to having a horse as far as I can see, and I'm not sure why they get a +12 to ranged avoidence- They are a larger target so +5 seems more reasonable. Fortify shouldn't work for them and spears should get a + attack against mounted units.<
If Isildur hadn't countered whilst prone Middle-Earth would have been f**ked.
'I've got wood, come closer'.
[quote who="pearlfarr" reply="4" id="3168422"]NO! [/quote] No what?
Hadn't come near to winning on challenging until I played as Krax. The Money will be toned down quite a bit (500 gold and +1 per turn sounds more reasonable) and a general reduction of champion numbers will still make them formidable. Becoming my favourite faction.
[quote who="Ashbery76" reply="34" id="3165958"]Silly game mechanics with no frame of reference ruin immersion. [/quote] When enemies enter your territory your populace switch signs around and throw caltrops on the roads, slowing them down. Job's a good 'un.
Perhaps having a level-up choice of removing an injury instead of upgrading might help. I don't quite understand the save/reload mentality it's like playing poker and automatically folding because your hand sucks- not exactly the point of the game, or any game in general imo but whatever. People are going to do it anyway in a myriad of circumstances so they shouldn't really be catered for.
They need sexing up. The next Beta update will hopefully let us see our cities and wonders in glorious technicolor.
I, too, agree. I reckon it will be addressed in the next city-based Beta stage tho. Personally I would have thought two outposts per city and a new 'Settler' unit obtainable through the civ tree would help this (Pioneers for outposts, Settlers for Cities).
A level 3 city building that allows you to remove the champion from play for 10 seasons or so (depending on injury) would be welcome. Maybe Kingdom only. Empire can have a building that heals instantanously all wounds but at the cost of another champion (an organ 'volunteer').
Are they even in? I've yet to see one.
[quote who="Derek Paxton" reply="148" id="3161352"] How did you get into our design docs? [/quote] Kingdom of Leeboy's faction special ability...
[quote who="Cauldyth" reply="144" id="3161172"]Brad, you left Resoln out of your list of faction descriptions. [/quote] Resoln: Home of the emo non-armour wearing whackjobs. Use spiders for sexual gratification. Shards poo out monsters. Need vitamin D. End.
I cancelled my visit to my sick mother in hospital for this update. Please, stardock, don't make me have to visit her...
I really would not like a timer it would make the game too clinical for me. Maybe a message warning that the monster lair is threatening the local population and will likely grow larger in the near future if not dealt with.
[quote who="Ashbery76" reply="14" id="3158565"]Static tech trees are a boring one trick pony to optimised paths and repeating gameplay.I say more randomness. [/quote] Agreed. They remind me too much of rigid build orders in RTS's whereby the guy who can click faster wins. I would like some random techs but it would require more time to implement and balance techs if the tree is remaining the same size. Personally I'd like all techs beyond the currently researcha
Agreed that magic system needs a overhaul. The spells and effects are fine but the paths are too easily attained. Having one element path per 10 levels or no opposite paths (no fire and water etc) might help this. Also damage spells should be accuracy based to hit with wands/staffs etc giving bonuses.
All the greatest artists were on some sort of narcotic. Who knows where you'll be in a few years time? My guess is the Betty Ford clinic ;)
Hope magic is revised next as it's really lacklustre for me (barring effects, those look great). Having limits to schools such as one element per 10 levels or no opposites (eg you can't have fire and water magic skill levels) would go somewhere to helping that. OP spells also need a look. Anyways- + Added the Betrayers faction ability (assigned to Kraxis, allows them to recruit empire and kingdom champions and use the Br
I'd give you Karma, but you'd only spend it on more drugs.
Shit just got real. I was going to make a post about adding minor heroes as 'Captains' that allow some more roleplay and it looks like Henchmen have ninja'd my ass. So are the Juggernauts one-figure specials like golems? That's awesome if so. Faction differenciation is looking really promising right now, Trogs are rather Orcish and every fantasy game needs Orcs just to add a mindless destruction faction.