You have some good points on limited spell usability, but don't you think that the game should be balanced at normal and then scaled for hard and easy mode rather than balanced at ridiculous and scaled back?
Malsqueek
You've got quite a few good points here. I agree with you somewhat on magic. Minimum 50% AP -> All AP to cast a spell would work wonders, and 6 HP is definitely too low for Heal now that you can't cast it 74 times a turn. Perhaps Heal should scale at 50% of Int? That way it starts around 5/casting and could get as high as 15-20 HP per casting in the late game.
[quote who="Dsraider" reply="5" id="2841648"]... 75% of the world is empty...[/quote] This is actually the problem I have with most of my recent games the last few patches. I get a whole giant area with few resoures and large spaces between them, and have to work for over 100 turns to find an opponent.
I'm not a huge fan of this mechanic for similar reasons. I was dry of food the last couple games, and researching the first resource node tech (the one that says it gives me food) did nothing for me. Food is critical, and that is pretty well game ending, if you also happen to need to expand for other resources. You cannot *rely* upon them to provide you with anything. *If* they happen to provide the resource you need, and *if* it happens to be som
I put the debug and save file into a zip for each of these Crash #1: http://filebin.ca/yvkpve/Crash1.zip or http://filebin.ca/yvkpve Crash #2: http://filebin.ca/ekkens/Crash2.zip or http://filebin.ca/ekkens Crash #3: <a href="http://filebin.ca/rmdhqg
I would certainly like to see some form of magic/unique items enter the world for champions in the mid game. Probably tie it to adventure tech. When you get to a certain point, you can start finding some decent (+1-2 attribute on top of base item) stuff in goodie huts, then at the next tech point, you get better items in goodie huts (special effects and up to +5 stuff) and there is a 5% chance of the previous random items appearing in your shop, then a final tier with l
Yes indeed! Combat-Wide spells would be a fantastic combat mechanism as well. Big casting cost, mid to high level in the research, big battlefield impact; Magical Flux - All spells cast for the remainder of the battle have a 30% chance of failing instantly. Control Winds - -X Accuracy on ranged attacks Tempest - Heavy rains change the battlefield to mud. All tiles use 2 movement for the remainder of battle Fog - +10% to dodge melee attack
Oooh! Optional events. Gameplay Choices. Chances at enduring benefits. YES PLEASE!
I was wondering about this very thing the other day. I thought I was smoking something to have plate mailed sovereigns after ~100 turns.
Most importantly, displaying food as an "X used of Y capacity" creates consistency with the population which improves the usability of both indicators.
You can force it to start researching as of turn two, but it wont prompt you until there is a city up and going.
I see resources becoming pointless as an issue in costing and production, not an issue of "not having a cap". If you are building up way too much mana, it is because you don't have enough options encouraging you to use it. Same With materials. Once you get your first and second cities built and defended, you still generate 4-12 materials per turn, and only use 4-12 every time a model dies. What you have is rampant generation. Same thing with Mana.
[quote who="Werewindlefr" reply="15" id="2840789"] Elemental desperately needs a similar mechanics. We shouldn't have more than 1, maybe 2 touch of entropy per strategic turn. Powerful spells need to feel powerful, and they need to feel like they're a big deal and you have to time their use carefully. And lesser spells still need to feel like magic, not like a sling. I'd rather not be able to use them often but have them feel strong when I use them.[/quote] I could
[quote who="BoogieBac" reply="14" id="2840841"]We talked about it, and cooldowns don't really change the fact that a player with Arcane Arrow, Spell Blast, and Touch of Entropy could still fire off those three spells in one round. We're trying a code fix where casting a spell uses up all remaining spell points (still open to micromanagement cheese...using up most of your pts before casting a spell) but it's a step in the right direction.[/quote] If you can put a minimum
Awww Man, This list is nowhere near long enough. I guess it's time to start harping on balance/execution stuff rather than bugs! (Thanks again for all your hard work, SD)
Yes, Yes, Yes. There ought to be a couple of these. One or two low grade ones that adds 5/10% magic resistance against harmful spells. A medium Grade one that adds 30-50% resistance against harmful and beneficial spells. A high grade one that provides complete spell immunity against harmful and beneficial spells. The better ones need of course to be prohibitively expensive, in tech and resources.
[quote who="TarlSS" reply="7" id="2840630"]I think there needs to be some reasonable counter/defensive spells at lower levels. Part of the reason DD spells are so effective, is that there isn't a way for spellcasters to defend themselves or their armies from the first strike. Also, you might want to limit the range on the earlier DD spells, that is also a major factor in their effectiveness. [/quote] I would actually rather see the arcane spells' ranges drawn
I haven't seen him even once since the Beta patches started.
I would be sad to see tactical heal go entirely, but I would much rather see it either be a scaled mid-tree spell (int*.5 at spell level 3-4 or some such) than its current incarnation. As far as a strategic heal. I wold LOVE to see a good, solid, early game (perhaps even =Int) overland heal spell. If you can survive a battle early game, you can recover fast, if you a good caster mid game you can buff in combat.
I don't start getting crashes until about 2-3 hours into game play. (In 1.09q) Sorry you are upset about the current state of things, but Stardock is actively working on improving it, and it has improved markedly every time a patch has come out. You can either sit there and complain, wait for stability, ask for your money back, or play the game in its current state and give feedback on stability and balance to try make it a better game.
[quote who="Werewindlefr" reply="15" id="2839871"]... but the main question is: if it's available for units, how can we make it worth it to equip units with them.[/quote] I agree. If nobody ever uses a thing, what it the purpose of having it in the game.
[quote who="Glowing_Ember" reply="2" id="2839448"]hmm not sure how i got one reply and no views... weird[/quote] It is clearly witchcraft. :D
[quote who="Werewindlefr" reply="13" id="2839775"]That extra attack may be more worth your while. How could it be worth your while ? Having an extra attack is good if you end up dealing more damage. All you did was prove that the daggers were unredeemable.[/quote] Not so. If you are fighting wolves you are dealing with some ~12 HP creatures. Strength plus spear in the two attack environment means you will most probably kill a wolf with both your attacks, maybe with a si
I would also like to see Succession occur. Especially if there was some diplomatic avenue for creating dissent among the royal family so the empire shatters into two or three factions. Get all buddy buddy with the second brother so when you kill his dad, he takes half the empire with him and the older brother is ripe for the picking.
[quote who="Werewindlefr" reply="1" id="2839608"]They're supposed to be here to clean up lightly armored infantry (at the dagger level, it's actually "unarmored" infantry), but they don't perform so well in that job because even with the increase in speed, their total damage is lower.[/quote] Part of the problem with only using the highest level weapon is that everyone gets attacks based upon their movement, and not based upon the speed of the weapon. There are no real