Malsqueek

Malsqueek

Joined Member # 3811378
58 Posts 455 Replies 791 Reputation

[quote who="seanw3" reply="29" id="3109001"]Having a Lair built into a city should add a few of those units to the defensive battles. So if you build a town next to a Storm Dragon Lair and you can cap it, you now get a Storm Dragon for defense. It would make Serpent's Pact so much more useful.[/quote] Rich and compelling. Would REALLY make those mercenary spots a more attractive place to build.

31 Replies 10,820 Views

[quote who="seanw3" reply="25" id="3108994"]I would laugh so hard if the reboot ends up looking like XCOM.[/quote] That X-Com brings shame on an entire generation of gamers, and your sarcasm makes me sad.

74 Replies 200,002 Views

Just so long as they stay the heck away from 4e ruleset. Don't need to see them trying to sell Baldur's World of WarGates.

74 Replies 200,002 Views

[quote who="Trojasmic" reply="6" id="3108815"]What would the stat bonus for common traits have to be for you to choose one over a specialty trait like Healer, Spell Level Increase, Impulsive, etc.? +5 strength? +10 strength? [/quote] Honestly, given a choice between a compelling ability (something like "Monster Hunter: +50% Damage inflicted against single model creatures" or a tasty new unique spell that I would actually ever cast), and a stat bump I'm lo

16 Replies 8,859 Views

[quote who="Lord Xia" reply="24" id="3108713"]It maybe by design that if you truly want a good defender, than you have to train and garrison them yourself, but I still think it would be cool if your defenders improved more with the building you put in your city. Right now the cost of maintenance on a lot of these building don't really make their creation worthwhile.[/quote] I think that is more a function of how strange and unbalanced the economy in

31 Replies 10,820 Views

I wonder with the common traits and how they never get picked unless there are NO other choices why there isn't just a "Levelling Package" and a "Level-up Ability" of which we can choose both? The + Stat stuff should be happening as our champions level and it shouldn't be restricted to only on the levels where there are no other good choices to make. Suggestion? First hero/sovereign level, pick their path, which determines what type of specialty abilities they have acc

16 Replies 8,859 Views

[quote who="seanw3" reply="5" id="3108074"]It is illogical to have 0 labor costs for citylevelup bonuses. Sure there could be some that have a low labor cost as part of the bonus for nations that don't focus on building, but it shouldn't be the rule.[/quote] Two things. First off, it's far LESS illogical to think that the city is working on its own large developments at the same time as it trains up 7 people with spears and slaps together a market wagon. It is ludi

18 Replies 12,946 Views

I totally agree that the cities need a more exciting, broader, and mutually exclusive "level up" tree, I'd really like to see the mechanic get away from unlocking buildings and go more for adding flavor to the city for two reasons. First being that cities already run out of buildings to produce pretty much immediately and no amount of focusing on civics changes that. We should have more and better balanced buildings to choose from regardless of city level.

18 Replies 12,946 Views

[quote who="seanw3" reply="4" id="3107940"]I prefer to only allow outposts in the desert. It makes the strategic level more interesting to have unsettled land.[/quote] Absolutely. I'm totally down with this as well. Just saying that there are tiles that look like desert that cant be settled and those than can and you can't always tell the difference.

13 Replies 10,767 Views

I would love to see something like this. If we are going to go this route on Champions though, it would be nice to have a couple trees (Generic Champion, Caster, Governor, Warrior) which each have some nice mutually exclusive choices.

20 Replies 13,694 Views

[quote who="Tasunke" reply="13" id="3107769"] Quoting Andrew Meronek, reply 10 Then, perhaps once a blacksmith is built, militia get to use iron-based equipment, for example? Yes, I think that would be a good idea. Blacksmith -> Metal Weapons and Armor Armorsmith -> Masterwork Armor Weaponssmith -> Masterwork Weapons (or some rough equivalent)[/quote] I can see the Masterwork equipment

31 Replies 10,820 Views

Ok, so I know that this is supposed to be a ruined world and all that, but after several playthroughs one of the things that has really stuck out to me (aside from the stuff we all know and SD has acknowledged) is that it is REALLY difficult with some locations to not only expand, but to even know where you CAN expand. So, yes, we can't see which areas produce food/materials unless we have a pioneer out. It's a poor system, as we should have a [b]strategic[/b] o

13 Replies 10,767 Views

[quote who="Lord Xia" reply="11" id="3107754"]"Militia" should be crap. I wish that armorshiths gave my militia chainmail and shields and armor smiths gave them maces. Chainmail and maces sounds like the highest form I would expect out of my city guard, realistically. Unarmored peasants with magic hammers, not so much. [/quote] I agree with this wholeheartedly. Chain/Maces/Wood shields should b the best militia gear. Blacksmith/Armorer sh

31 Replies 10,820 Views

[quote who="Lord Xia" reply="5" id="3095124"]I wish Stardock would have never mentioned MoM in regards to Elemental. I am sick and tired of hearing about that old ass game. [/quote] I hear the lament of a person too young to have wasted entire summers to Masters of Magic. There has yet to be a game in this style that comes close to capturing all the elements that MoM did [i]at the same time[/i].

18 Replies 6,341 Views

What about giving certain types of equipment reduced encumbrance for the various factions as well? Bows, light blades, and light armor for Tarth allowing them better overall initiative but forcing a less toe-to-toe style. Altering the numbers favorably would help nudge the unit builds without forcing the player's hand. Not sure exactly how the computer makes its choices, but it should help the computer optimize as well.

175 Replies 712,639 Views

I have wanted to do this on a "Governor" build for my sovereign. Glad to hear it worked well.

3 Replies 2,096 Views

[quote who="DarkGaldred" reply="99" id="3100210"]I think one of the current problem is that wages are more or less proportional to production cost : if wages were equal to a fixed amount depending on unit size + another amount depending on units traits and labor cost, it would be much easier to balance (and it would indeed force a decision between recruiting quickly a large conscript force, or taking much more time to recruit a high quality army. [/quote] I

107 Replies 227,472 Views

I can vouch for the knives periodically doing ~4 damage, but my experience is that they so frequently do 1 damage that the only time I ever use them in on champions who don;t have anything else better to put in a slot, who also don't have a ranged tactical damage spell.

8 Replies 6,491 Views

Not sure if this has been identified yet, but the counterattack granted by the ability "Reprisal" appears to cause the game to hang if it kills the creature that attacked the unit with the enchantment. I was able to finish out the battle with auto-complete, but not by waiting. As an aside for this ability, the level-up Ability-selection text for reprisal does not adequately indicate what type of ability it is. The text suggests a passive constant ability for the unit se

2 Replies 1,663 Views

[quote who="Frogboy" reply="45" id="3098801"] Instead, i'd rather see Mining and Channeling provide an improvement that increases the amount of metal/crystal you get out of a mine and be able to start getting my resources soon so that I can get into the actual game as soon as possible.[/quote] Please do this. [quote who="Frogboy" reply="45" id="3098801"]Now, I saw someone say the Barracks is useless. It reduces the training time quite a bit. So my question is

107 Replies 227,472 Views

[quote who="seanw3" reply="42" id="3098750"]You guys seem to be missing that he is talking about a 1 metal or crystal cost per turn. That could work, but the problem I see is that I usually have an equal amount of both in every game.[/quote] Really? It's been my experience that I rarely have enough iron to fuel my war machine, and the only times I seem to have "enough" crystal, I'm so Iron starved that I wind up restarting the game. My current game where I am th

107 Replies 227,472 Views

I agree with DsRaider that buildings with material costs (Iron or Crystal) really ought to have a significant cost, if we are talking about a one-time expenditure. Early level buildings with special requirements should have a cost of no fewer than 10 (10 turns of production from one mine), and mid-tech buildings should be more like 50. Considering that without the efficiency buildings, many of the defender units with plate cost over 100 metal each, this is nowhere near a stretch, and in a lot

107 Replies 227,472 Views