[quote who="seanw3" reply="8" id="3101273"]Warlord should entail many units. Warlord is a societal difference. General should give some good bonuses to the army he is in. Maybe +3 Accuracy, +3 Attack. General is a skilled leader.[/quote] Fine. Then have general be the one with +50% experience from commanded units and have Warlord focus on a large Empire Wide army with lower maintenance costs .. :P That way the General focuses on the Elites, while the
Tasunke
Probably something on the level of advanced command structures ... but a bit of realism on that would not lend itself well for this type of game imho. To make it a bit realistic, I think you'd have to (instead of troop size) select a type of formation ... and each formation does well with different numbers of troops. First you start out with the wild mob ... anywhere from
Hmm. I like the idea of giving the bandit lord invisible spies ... maybe giving spies to an Assassin/Rogue lord as well? (aka the assassin profession for Sov, which is different than path of the assassin, or at least I thought it was) I think that'd be cool imho. Two factions that deal in spy networks (basically a small hidden scout unit with 0 attack ... maybe a trait that adds move and vision, yet makes one unable to enter tactical b
I like your Stave ideas Sean. What about initiative? I'd have 0 initiative effect on the first batch of staves, and a slight increase (+2) on the second batch. That being said, I think there should be some sort of penalty for using heavy plate armor with magic users .... maybe plate heavy armor decreases spell power and spell resistance? maybe pla
Sounds like the name of a good album.
Updated .... added Urxen!!!!! made some slight organizational tweaks
I'd like for the late game music (Act III) to include some (heavily emotional) stuff with Bells and woeful singing. :)
Alternatively give an additional trait option that increases only Spell effect ... I like how you can wither armies on the tactical map (perhaps in your own borders only ... but I wonder if we will still be allowed to stack multiple withers in the future). I think a safe bet to avoid 'super exploits' or just bugs that crash the game, will be to allow Wither to only be 3x stackable. Perhaps the spell is renamed to "wither 2" and "wi
IMHO ... I think Warlock or whatever should increase both Spell EFFECT and Spell DAMAGE ... so that a warlock casting wither would reduce stats by 6 instead of 4. I also think that Buffs and Debuffs that are activated in the tactical battle should last for THAT ENTIRE SEASON ... so that if you have enough casters, you can split them up into armies of weaklings and get off some debuffs before your big army and main caster squashes those Tarthies flat ;)
It seems like a check for 'city shape' and a rough 'radius' check should be able to make cities more circular and less able to snake. What do people think about that?
If champs can get negative traits for staying at a brothel, it shouldn't be anything serious like Typhoid, Battle Wounds, or Plague(etc) ... maybe one minor disease trait (-5% health?), a Drunken trait (-10% dodge and accuracy?), and a flavorful (positive) lustful trait to balance the other two out (+0.5 growth in garrisoned cities). Perhaps lustful as a trait could have some negative connotations, but like in Crusader Kings II, it should be mostly positive :p
A brothel would probably decrease unrest by 10% (or 5%), increase gold by 1, and increase growth by 0.1 something like that in any case .... - unrest + gold (low amount) sliiiiiight +growth
maybe a resource that only appears in swamps, and a building only build-able upon rivers.
Why should it be the same as horses or Wargs? Or do you mean the same as in a resource on the map ... Scaths are stronger than either Wargs or Horses (extra weight carry AND extra initiative) ... and should probably have a bonus to melee attack as well.
Yea ... you know. The thing with a Numerator (the leader) and a Denominator(the people).
Definitely think Scath pits should allow Scath mounts!!! Cool :)
[quote who="Wintersong" reply="4" id="3102323"] I'd prefer if the AI were to learn first about not letting his Sovereign/Champions roam the coutryside by themselves or in armies not worth the name. That and being more careful about their pathing when strong monsters are around. Prevention is the best medicine. I have only lost Champions in battle a couple of times or so.[/quote] True, the AI should be better at protecting their Champions. I'd say protecting the Champions
Yea, having a champ retire to a city after achieving X level of ineffectiveness might be best. Alternatively they could be partitioned off to questing instead of warfare ... but assuming that all quests disappear after any attempt (not just after success) ... and always the first attempt at that ... this could cause a further problem with lack of quests (weak champ pops all the quests and loses each time). Regardless, the AI should not be using severely weakened
Yea, I'd say an MP feature is a "game room" within the floor plan. Not quite as critical as a roof, or a miscellaneous glitzy feature ... but a potentially important part of the primary floorplan. If you do have a game room, the community can interact on a level of collaborative play beyond theory, and there is also an element of competition. Sure, some gamers only want games where they can crush others to feel better about themselves, but others are interested in all form
As for not being able to tell who cursed your city, probably a UI issue. As far as counterspells to protect cities go ... I suppose we could try a new type of spell, or alternatively a level 4/5 specialist building could make a ciity immune to enemy enchantments. (as in pick at City level up to 4, among a list of several enticing choices)
I agree that units need to have more HP to not be glass cannons ... but ONCE AGAIN I will state that the INITIAL HP needs to be increased (not consitution bonus). Increasing constitution bonus (for trained units) is just making Life magic (something you already acknowledge as better than death magic) even more imbalanced. ---> Btw where is the XML for equipment and Units? I tried to find it in the code yet could not.
Technically you can save and continue later, if the group is organized and disciplined enough to know when next they will be able to play (just like picking up a DnD campaign when you left off) and without all that paper ...
Hello DGB246, welcome! :) I'm glad that I have made (at least parts of) the races relatable :) Yes, with the Resolyn I indeed wished to make it clear that the Stubborn were more or less ordinary people as far as Sheaim/Resolyn similarities ... I suppose I was more open to the idea of armageddonites due to my experience with the Sheaim, however my writings on the Resolyn were not (imo) directly influenced by the Sheaim, they jus
Quendar updated
Yes, at first I was thinking having Warlord reduce stack upkeep, while General reduces army-wide upkeep ... but really it makes no sense for both to have the same bonus. Therefore I think (like in MoM) a Warlord should be more about Quality, while the General should be more about flexibility and Quality ... hence an empire wide bonus and + initiative/accuracy for his personal stack. Perhaps give Generals a unique option to retreat? (although Assassin sovs should