Malsqueek

Malsqueek

Joined Member # 3811378
58 Posts 455 Replies 791 Reputation

Out of curiosity, is it possible to mod the point at which encumbrance impacts your initiative and the degree to which it does, or is that black boxed?

8 Replies 5,186 Views

[quote who="jshores" reply="18" id="3155272"] Quoting Ashbery76, reply 7One cannot moan about a game design for being a poor player. I am curious how a good player deals with Knights of Asok destroying their city within the first 20 turns. [/quote] Aww, come on. You know this one. It's "That's what Ctrl+N is for!". The magical hotkey that makes infuriating lack of starting position balance acceptable! <p

37 Replies 101,027 Views

[quote who="Tuidjy" reply="5" id="3154936"]3. Every unmatched soldier in the attacking unit gets an armor piercing bonus of 10%. Thus, the last member of a nine member unit attacks a hero with 80% armor piercing. [/quote] I think this is the seed from which a good Champion/Unit balance will grow. Not sure that it needs to be something as complex as stated above. Maybe just make the assumption that a Champion fights as well as

8 Replies 8,003 Views

[quote who="StevenAus" reply="49" id="3154676"]Which obviously needs to be fixed - plopping a city down should be enough to get the monsters to attack.[/quote] You are missing the end of your sentence. Here, let me finish it for you. Plopping a city down should be enough to get the monsters to attack [i]the offending city and not the capital of a faction 15 turns distant[/i]. There we go. Much better. :D

52 Replies 17,335 Views

[quote who="Cauldyth" reply="17" id="3154296"]I know it's been said before, but... one way would be to make capturing cities a lengthier, more difficult affair. If an attacker had to seige and/or wear down the defenses of a city over a number of turns before taking it, wouldn't that help with what you're describing? [/quote] I think just upping the number and quality of Militia that a city gets, and PERHAPS making a meter showing how much of your

43 Replies 51,418 Views

I'm not exactly sold on your identities for weapons, but the encumbrance being the only thing that impacts initiative outside of particular spells or weapons looks fantastic. I also think your assessment of the weapon's current weaknesses is pretty honest and straightforward. In terms of weapon identities I think something more to the tune of: Maces: Improved minimum damage (great idea!), knockdown on crit.

34 Replies 105,963 Views

I would be all for a small handful of Champion abilities which could be chosen to make them more useful against single-model units (monsters, champions, and single model bandits), but I would be really hesitant to actually encourage the development of a Monsters beat Units beat Champions beat Monsters dynamic. They are three distinct things with different roles to play.

8 Replies 8,003 Views

[quote who="Trojasmic" reply="135" id="3153836"] Quoting Bellack, reply 134 Quoting Femmefatal48, reply 100 Statistics have also shown that 90% of statictics quoted by 78% of the people who 65% of the time pull 89% of the data out of 58% of their buttox have shown that 100% are made up to boulster their side of an argument 98% of the time. This is true. I read that same report.[/quote] Yes, but that report was 60% funded

203 Replies 622,898 Views

[quote who="Glowing_Ember" reply="6" id="3153974"] To be honest, i don't want an "eternal guardian". i would much rather have some militia units that scale with the tech i have unlocked. They should have the appropriate blunt weapon, armour and group size that I have researched. It would be nice to have a choice of milita buildings that could add an additional unit or two that use different weapon mixes such as piercing or cutting melee and a ranged option for elemental or

13 Replies 52,892 Views

Yeah. The starting point thing is pretty infuriating. I even had a starting point that I didn't get to try to "Settle" until the second turn, and by then, I was too close to another capitol city to found my own city. Yeah, The Ctrl+N thing is nice, but it begs the question, if you have to restart often enough to that you have to create a hotkey to do it, it means that you need a better starting point algorithm. It'

5 Replies 5,197 Views

[quote who="NoxAscensa" reply="1" id="3152790"]In general the leveling system seems lacking - the idea is great in principle, but all too often the choices available are uninspired. Instead of having difficult choices between several great abilities, many times you pick the "least crap" option, hoping that perhaps next level you'll get something worthwhile. [/quote] That is pretty much my only issue with the entire Champion system in general. At least half the

55 Replies 184,671 Views

I would like to see a broader variety of heal spells that work in different ways, but the base Heal spell as it is is hardly overpowered. It is the Human player's ability to rotate out their front line to heal wounded units that is Overpowered. Considering that each casting is only about 8-12 life, its only a big deal in the early game. After that, it pretty much doesn't matter.

7 Replies 3,088 Views

So, at this point, I think the game is getting pretty well dialed in, is very stable, moderately well balanced, and pretty close to fun. Aside from the consistently weak starting points (widely discussed), and the city leveling system (being addressed in Beta 4), the currently implemented Magic system is still very bland and dis-interesting. There are a handful of reasons why. The current Magic system lacks information - Even in the Hierge-

55 Replies 184,671 Views

Haven't seen this posted yet. It seems as though groups of creatures with the Throwing Knives ability (Bandit groups), when they go to use their knives, the game hangs for 20-30 seconds, and then moves along without inflicting any apparent damage. So far over two games, that has a 100% occurrence rate with Groups of 3 bandits.

7 Replies 2,908 Views

The Faction interaction is getting quite a bit better, and in large part is in pretty good shape. however, it would be nice if the Faction AI chose to interact with the wilderness in a more meaningful way. In terms of wilderness creatures, I would very much like to see a greater differentiation in how wilderness creatures are populated and in how they behave. The various types of regions should have characteristic creatures which occur with greater frequency &nb

8 Replies 11,377 Views

In terms of the Mercenary mechanic being discussed in this thread, the Devs have already shown they are capable of making awesome unique units with the quest reward units (spear brothers, and archers who are awesome even toned down), and the presence of the Knights of Asok. I don't see why the Civ Mercenary function can't simply allow the hiring of these types of units at each stage, with the higher levels opening up larger groups to be hired of the previous unl

7 Replies 3,073 Views

[quote who="Trojasmic" reply="15" id="3149677"]Maximize AI Competitiveness = Maximize Fun Gameplay [/quote] Actually, Sid Meyer (I believe) did a really good presentation just after Civ 5 came out about one of the main reasons why the AI was received so poorly. The perception was that the Diplomatic Civ was broken. The reality was that they programmed the AI to try to win rather than to "be challenging to beat" which made it so that the AI ultimately determined tha

20 Replies 7,097 Views

[quote who="Jansious" reply="30" id="3149587"] Maybe make: ZoC 1 tile Can be destroyed by anyone with or without war. Cost more with each cast Increased upkeep per existing monolith, Or limit the times it can be cast through out the game. [/quote] It really needs to be something to the tune of 1 upkeep on top of 20-30 mana for the c

35 Replies 10,691 Views

[quote who="DexCisco" reply="30" id="3149398"] I think that people are seeing monsters wander over a city and say "See, he attacked it!" when the monster is actually just wandering around and happened to wander into a city square. Given the lack of interest they typically show, it is either completely accidental or something in the monster AI gets bugged and they stop responding to AI players, especially non-units.[/quote] Considering the number of times I've

52 Replies 17,335 Views

This is specifically a gripe about Gambler's Strike, since it (apparently) only works with melee weapons, despite the description not saying anything about it not being usable with ranged. More generally, there are still quite a few areas where the interface feels pretty opaque. For some others it is that it is that "+3 Production per Material" means a heck of a lot less than "+12 Production (+3 per Material)". Techs with Prereqs don't really have a cle

1 Replies 1,787 Views

[quote who="Zygwen" reply="26" id="3149267"]Pioneers should remain cheap or else Arcane Monolith will be way overpowered. Arcane Monolith is already a huge advantage. Playing Pariden I only build pioneers to build cities and steal all the AIs Shards with Arcane Monolith. [/quote] Arcane Monolith isn't a "huge advantage", it is a Biblically overpowered spell. The fact that it can be cast at range to any place you have ever seen before... Sheesh. Heck, you can even US

35 Replies 10,691 Views