[quote who="GFireflyE" reply="26" id="3239551"][Suggestion] On the topic of recovering, it would be cool if a building existed (maybe one already does) to half the recovery and healing time of units in that cit. A ‘hospital’ of sorts. Maybe a few tiers buildings, Medic - Infirmary – Hospital, providing different levels of heal rate reduction.[/quote] Such a building does currently exist, in a way. It gives a flat bonus to healing for units stationed in the city
Emperorjarin
I've noticed that even on challenging, the AI is really bad about cleaning up its homeland. I saw several easy quests around Resoln's capital before I captured it, and noticed in .98 that Tarth wasn't bothering to clear out lairs that would have posed no threat to Irane's army.
[quote who="ddd888" reply="3" id="3240346"]yeah its a great idea, a governor specialization that buff defenders and city militia. great idea and probably easy to implement stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that[/quote] Not 100% convinced governors need to boost city defenses (isn't that what warriors are for?), but there absolutely needs to be some way to have gove
Interesting. I always play as a custom Men faction, and have never had this issue.
No matter who I play, civics is my first tech. It's simply far too useful to go for anything else. After that, if I'm playing a faction with the Enchanters trait (I almost never play anything else), I rush Spellbooks so my sovereign can become a murderous archmage of doom. Then it's back to civilization techs until I feel like giving my sov some supporting henchmen. Warfare techs I almost completely ignore.
I still think that warfare techs should contain all non-trinket items for soldiers, both magical and mundane, and that the magic tree weapons and armor should be champion-exclusive (trinkets and cloaks are fine where they are). I'm also holding out hope that we'll get some modding tools, so that players like me can have an interface to hold our hands while we dink around with modding.
[quote who="saroumana" reply="7" id="3240108"]No they not. You talk about horse or pony ? They move fast and should give even a greater move bonus. Instead of wanting nerf for everything in this game, you should ask for boosting weak element.[/quote] Agreed. Y'all are way to obsessed with swinging the nerf bat at anything that so much as whiffs of imbalance. The better (if more time-consuming) solution is to buff the alternatives. I, for one, heartily agree with
Instead of nerfing the power of haste and slow, how about simply limiting their duration? 3 turns on slow, 4 turns on haste? Building a support-oriented magic user should feel as game-changing to play as one hurling fireballs left and right, just in a different matter.
[quote who="ddd888" reply="22" id="3239913"]no... the point of blinding is removing the ability to attack 5 % is nothing maybe start at 50 and slowly wear off, this i could accept still i think the best way is strong effect, short duration, but even a 50% and slightly decrease coudl be fine like 50% at start and 5 % less each turn[/quote] I'd go with 10% less each turn, but otherwise I agree.&nbs
[quote who="Kongdej" reply="7" id="3239910"]that would theoretically unless otherwise put together double the construction[/quote] Ever play Galactic Civilizations 2? It had 2 production queues, but if you had both of them running you'd only get half production in each queue. You took the same number of turns to get things done, it was just easier to have concurrent projects going. I'd like to see that brought into this game, production penalty and all.
[quote who="Kongdej" reply="6" id="3239888"]The game filled with high-speed monsters and very slow trained units.[/quote] The pacing of the new patch seems to have improved things quite a bit. My current game is moving by a lot more quickly than it did in the last patch. I'll admit, though, that I really only have time for about one game a week, and that my experiences could be due to nothing more than random chance.
[quote who="seanw3" reply="8" id="3239828"]With just a few watershards this can get out of hand. There is plenty of places to use 2 slow spells and no reason to take away 50% of an enemy's initiative. But, as with most things, people won't complain until the AI starts doing it to them.... [/quote] But I LIIIIIIIKE being able to roflstomp the compies! [e digicons]X([/e] Seriously though, I feel like haste and slow are the only 2 spells that make a non-fire mage u
[quote who="seanw3" reply="9" id="3238772"]+10Hp, but with a level 10 prereq is fine. At level 2 we are just pissing all over the random trait function.[/quote] By level 10, champions will have a enough of an entourage (troops, summons, quest units, etc) that 10 bonus HP for them is not all that necessary. Adventurer's Boon is great for the early game, but even with the new HP changes I'm finding I only truly need it on Amarian or (presumably) Resoln champions. Any
How do you tell which units are "magical"? What makes a unit a "utility" unit? Given that a huge feature of the game is troop customization, you would have to decide which item or group of items would make a decide these things, and then code them. And then have to deal with the unending arguments online over why such-and-such combination of items is incorrectly coded, or why blah should instead be coded as blurgh. I would like a more GalCivII-like build queue, that
[quote who="seanw3" reply="30" id="3239821"]Playing as Tarth is like playing on easy. You don't get the angry world chasing you back to a city. It is not fair to count it in the balance conversation, unless we are convincing the devs that their trait is fundamentally unfun.[/quote] For some people, the idea of having a neutral monster attack and defeat their units is the antithesis of fun. Remember, there is no truly objective measure to "fun," simply subjective ideas that v
Even so, that's, um, impressively low. It's why I made my Amarian champion a defender, instead of a mage.
Yes. Very much so. Should be a simple fix, and one that is very needed. Also, you know, thread title issue.
Right now, the game is balanced around people city spamming as much as possible. You don't NEED to focus on Civilization exclusively, though I find the the first tier of Civ techs to be incredibly worthwhile. You do, however, need to spam pioneers and take as many cities as possible. I find 5-6 in the early game to be a decent number to start with.
I hadn't read anything about them changing the way monsters salt the earth after sacking a city, but I really hope they get rid of that. I've seen the same thing happen to my city when it was wiped out by a pack of ice wargs. They need to get rid of that mechanic.
I dislike the idea of nerfing magic, especially as it's currently implemented. I would, however, like to see a bit more incremental scaling (magic damage racking up incrementally, traits that improve buff/debuff performance by +X per rank, etc). Personally, I'd prefer a tactical spell that dispels all enchantments on a unit (or 2 spells, one for positive and one for negative spells) that's unlocked via Sorcery or another midgame tech, so all champions can cast it.&nb
Anyone else noticed this? You do have to have the city in line of sight to be able to replicate, but so far I've been able to repeat this on every enemy city I feel like.
I know, and I noticed this bug when I was in combat. After he cast Noble Legacy, his hit points remained the same, when he should have gained 1.
I just noticed the cool new city enchantment design while viewing your city details, including the option to dispel your enchantments. Unfortunately, I noticed it on Kraxis' capitol city, and decided I didn't like him having Heart of Fire. I clicked the cancel enchantment button, thinking an error tooltip would pop up telling me why I couldn't get rid of my opponent's magic so easily. Instead, I was asked if I was sure I wanted to get rid of it, and after say
If only it were a bug, instead of the intended redesign of the spell.
Sounds like your tank is doing his job :P