[quote who="Werewindlefr" reply="4" id="2844821"]Armor Proposal by Tech Group Big, BIG issue: there are 4 armor slots, and each require to increment at least by 1 point over the previous technology. Half-point armors are just a no-no. So [b] your values aren't possible with the current system.[/b][/quote] That's why I would like to see units issued "Leather Armor" with all the bits. We can worry about champion gear at another time. It can stand to be a bit better
Malsqueek
[quote who="CHiZZoPs" reply="2" id="2844819"] How about one of two possibilities: 1) Light damage gets through sometimes: If the armor soaks all the damage, then there is a % chance that it will do 1-2 points of damage instead. 2) Armor can only soak so much damage each battle. Plate mail has the highest soak with, say, 50 damage, but afterwards those clubs start doing damage. [/quote] I would personally like to see damage dealt at 1 poin
We all know that the weapons and armor of Elemental are a bit out of whack. Armor scales MUCH faster than weapons and there are really only about 4 weapons which are worth your time. I did a bit of looking at numbers to see how this stuff scales. [b]Assumptions;[/b] -We are only looking at regular units here, so we are assuming a Str of 10 (no damage modifier) -The combat system uses a Square Root of a Square of two rolls system to simulat
I prefer random map generation. Makes for a more interesting game each time.
It would be nicer if you just had to research enough level 1 spells to start researching level 2 spells. In the absence of that, perhaps have spell level research dictate how much mana per turn you can channel (as a way to balance the really big spells like curgens inforne)
Well, to be honest, there isn't much under spell level 5 that is super compelling, either.
1.5 hours last night. no crashes, smooth as silk. This is the first build since which has had no crashes in the first hour for me.
If the exploration tech *always* spawns a resource within a reasonable distance from your capital, then it is *sometimes* broken, because in my last 4 games, I've had at least one if not two of my exploration tech yield nothing but a more expensive next level. Just once each from each beta patch previous to current.
Seems like a fantastic Air element spell to me.
Absolutely. Personal Teleport only until at LEAST level 6-7, and even then having a significant mana cost per unit, and perhaps even a turn or two lag in casting.
[quote who="Dsraider" reply="2" id="2843682"]I'm not sure I follow you suggestion but it won't really help much if instead of not being able to deal dmg we can only ever deal 1. [/quote] Just to make sure that a unit of men with spears could still potentially deal 8 points of damage (1 each) to someone in legendary plate, provided that the plate wearer didn't get an amazing roll. Seriously, right now, a single person in light plate is essentially immune from groups with
[quote who="Wizard1200" reply="1" id="2843634"]Great post and i think Stardock should balance the magic and the stats before 1.1 is released:[/quote] They've said repeatedly that 1.1 is pretty much just stability only at this point. However for early 1.1 patches we absolutely NEED to get this stuff addressed. Otherwise I agree with you on all points (except the stats. I like the 3 per and relative balance of character creation at the moment).
[quote who="Tempestwrath" reply="1" id="2842213"]A third option is to simply make resource nodes (particularly food) less totally necessary, so that the resource nodes are nice (and sometimes important) bonuses rather than the only consideration. If such is the case, the terrain itself and its various bottlenecks and wide open areas becomes an important concern.[/quote] This is actually really well exemplified by the Clay Pits, Old Growth Forests, Arcan
Now that we are starting to look beyond simple stability issues and into the new 1.1-1.2 horizon, it's time to start digging around in all the various systems to balance and polish them up. Tactical Spells is one of these areas that needs help, particularly in terms of damage. Let's look at the Three primary main book spells; Arcane Arrow and Spell Blast [b]-Arcane Arrow; Range; Infinite, Cost; 8 Mana, Damage; 50% Int[/b] Consider
This is linked to the old bug of being able to move and attack with one movement point (or two if you were two spaces away). Now, when you try to attack a unit, if you have to move a space to do it, and the unit is out of movement (not actions), their turn will end. Next turn, they will be given only the number of Action Points they had remaining when their turn was ended. In the case of typical Tarth warriors, they have 4 AP, 2 of which can be al
All right, guys. We are pretty well solid, and pretty well stable. Once 1.1 goes official, we have a whole new world of addressing balance and game play issues opening up to us. I know a few things REALLY stood out to me on my last few play-throughs of the last few patches. Early game has shaped up pretty well. -Levels 1-3 of city building are decent. -Champion leveling is fun and somewhat meaningful for the first 4-5 levels. -expanding and conso
First Crash and the Lockup both happened on what would have been the same turn. Third time around, that turn was when the spell book opened. Crash 1: http://filebin.ca/mktwfk/109tCrash1.err or http://filebin.ca/mktwfk Lockup 1: http://filebin.ca/vxcusx/109tLockup1.err or http://filebin.ca/vx
[quote who="Frogboy" reply="16" id="2842614"] In short, is v1.09t sufficiently superior to v1.09 (public release from October) to safely release to the general public?[/quote] For me; Yes absolutely. I've not had time to sit down the 1.09t yet, but even as of 1.09s the game is enormously stable for the first 200-300 turns, and what crashes there are seem to have very specific hangups which cause the issues. Additionally, the little b
[quote who="pad152" reply="2" id="2842501"]Once again there seems to be a lack of any testing on Stardocks end!![/quote] We are specializing in the mass testing so they can specialize in fixing busted stuff. A patch every day this week with over 20-30 items fixed in each is not something to complain about. Especially when each and every one of these patches has improved stability and playability dramatically. I say "Thanks f
There has been some mutterings about tactical combat getting some abilities based upon training or equipment (not sure on their vailidity). I bet if they were going to implement some level-up mechanics, that would be when they do it. I think Tactical Combat is slated for after 1.1.
I am currently playing a game where I just took a level 2 city which had an unexploited Air Shard within it's ZoC.
I did some calculations on level 5 cities for Kingdom with full bonuses and they crank out some pretty ridiculous cash (183.8 a turn with full population and upgrades, before upkeep). Problem is, that takes 2 farms, villas researched, irrigation installed, a granary, a food production champion, and the +1 food enchantment to pull off, and once you have that sort of coin rolling in you will never be able to spend it on anything.
[quote who="AlLanMandragoran" reply="6" id="2842243"]Why do I currently found cities? Claim resources - definitely Strategic chokepoints - kinda but not really since Teleport is uber for offense and defense as it stands today "Civilize" the wasteland - kinda but not really. Sure, I push back random spawns of mobs and provide a boost for combat on my default terrain but not significant reasons at all ZOC battles - kinda but not really, never had a game where I se
For me, it doesn't happen until 200 or so turns when I've got 5-6 cities and full caravans between the two. Sure, it slows a bit, but I'll take that over Elemental circa September 2010. We could use a visual indicator that the turn calculations are happening though. I've found myself a bit confused when I can't do stuff, only to find all the caravan and pathing movement occurring.
[quote who="Tiberonmagnus" reply="3" id="2842147"]I wonder why Stardock wouldn't like this? Or perhaps they do and it's just not in there yet.[/quote] I think it's fair to say they have been dealing more with "stuff Stardock *needs* to do" and less with "stuff Stardock *wants* to do". They are doing phenomenal job of it, too. We are getting really close to the point where we can start working on making the game freaking awesome now that it i