Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 382 Replies 9,420 Reputation

[quote who="taltamir" reply="30" id="3231268"]5 essence city is awesome and should be awesome.[/quote] I agree, I just believe that the benefit should lie in the number of enchantments, not both their number and power. That's too much power from one resource. [quote]I don't see why making it beholden to shards is any better. Heck it makes it even stronger since pretty soon I have enough shards that EVERY city with piddly 1 essence has an enchantment giving me a b

56 Replies 151,605 Views

[quote who="darkehound" reply="5" id="3230691"]We started this ride with a simple city placement model and every step further has reduced our options. I see absolutely no reason to go from OOOh look a mana source to the current system where you end up sucking hind tit if you dont have a forest and a shard and a farm and 3 essence...needless complexity is needless. Just before essence there were MANY complaints about food/mats values being low. Now we have another value on top of that which di

56 Replies 151,605 Views

I've been playing a game with a custom summoner sov, and I'm really happy with the exp and monster changes you've made. I've spent around 100 turns so far farming the overridden countryside for exp and some cash. On a side note, darkling hordes seem bugged. Sometimes the 5-unit groups of darklings will get charge on the first turn, even though there's no indication that they should be able to do so. Also, my earth elemental's overpower trait doe

856 Replies 2,036,117 Views

I am creatively boring with my city names. My first town is always named Townsville, fortresses are named First/West/Rear/etc Guard, and I normally don't bother renaming my conclaves, unless RNG was particularly terrible.

16 Replies 13,020 Views

I want stealth to be more of a defensive gap-closer, where teleporting is, IMO, an offensive gap-closer. Yes, it represents the same thing, but if I 'port a unit behind enemy lines before anything else moves, that's the character that the entire enemy army is going to go beat up. I suppose you could just keep your assassin hanging in the back until the front lines have been lured away, but... I dunno. It doesn't 'feel' right. Once the modding tools

10 Replies 4,189 Views

The thing I would most love to see in an assassin class is some sort of stealth ability, letting you get through the battlefield unseen. I realize that this is probably impossible to do in tactical battle, so something that could approximate it would be an ability that gives you like +200 air dodge or something, so you can pretend you're unable to be seen by enemy archers.

10 Replies 4,189 Views

Fortresses are the easiest to figure out, as they're the ones with the shield icon. Towns and conclaves could be a little clearer, but towns turn into squares, and conclaves turn into stars.

16 Replies 13,020 Views

I like the differentiation of horse vs wargs at the moment, they're designed for very different purposes. I generally give my ranged units wargs for the huge initiative bonuses, while armored melee units need the weight and move bonus more. [quote]One thing I don't understand is why they have prone avoidance. They ought to be MORE prone to prone.[/quote] I think that's more a code limitation than anything, but it also doesn't make sense for a horse to

31 Replies 33,703 Views

How does bash chance work, exactly? Is it a % chance, or some other rating? I've never been clear on that, and as a result I've never really used maces.

856 Replies 2,036,117 Views

I still say the best way to balance bows is to have 2 bows per tech; high-init, low-damage shortbows, and high-damage, low-init longbows. But that will probably have to be modded in. I've been waiting to try to mod anything until the devs release their tools, mostly because xml scares me (I know nothing about code).

13 Replies 3,862 Views

I've noticed that if I move my units quickly enough, I can sometimes evade pursuing monsters for precisely that reason. Hopefully that issue is fixed, though I'm not sure how this issue can be addressed without significantly increasing the amount of endgame lag as each faction resolves their turn.

24 Replies 9,851 Views

As the title says. Instead of getting +2 to all defense, as the infocard says my units should, they only get +2 blunt defense. I haven't had time to test beyond the armory improvement, but I suspect it will be true of all subsequent improvements as well.

0 Replies 1,262 Views

I noticed today that the General trait only increases cutting damage, not pierce damage (haven't tested blunt). I also noticed a similar problem in vanilla, where the armory buildings only increased blunt defense instead of all 3. Maybe related?

856 Replies 2,036,117 Views

I approve of your spell ideas, other than the drake. I don't think that something that powerful should be available to summon at level 9. I do, however, think all the shrills, including the shrill lord, should be available to summon. Shrill lord should be unlocked by any combination of two rank 5 elemental magics (i.e., fire 5 and earth 5, water 5 and air 5, water & fire 5, etc.)

9 Replies 8,462 Views

Also, seems your trait letting non-Altarian races use Henchmen doesn't work. On the plus side, Altar can still build 'em, so presumably custom factions using their blood can too.

856 Replies 2,036,117 Views

[quote who="Glazunov1" reply="66" id="3222047"]Sorry to hear this. I wish you the best, and hope your Grand Tour is a short one.[/quote] This. Also, just found the Scroll of Fortune vanilla item, unable to be used (normally permanently increases your income by +1 when used). Intentional change? Or a bug?

856 Replies 2,036,117 Views

[quote who="Chalkbot" reply="11" id="3221536"] If this system was implemented, wouldn't you have to rebalance the higher level spells to account for the fact that you could gain access to them very early?[/quote] In a word, no. The spells are (or at least, should be) already balanced around the idea that you can acquire them at their earliest possible opportunity (which seems to be 2x-1, where x=spell rank). The problem is, there's no guarantee that your archm

15 Replies 5,605 Views