I assumed that they had "Stabiility" as an option to get a feel on what % of players were still having Stability problems. (yes, its not a 100% accurate statistical random sample, but its better than nothing) Therefore, if you are having stability problems ... VOTE FOR STABILITY!! :) else, vote for what you think is most needed post stability. ---------->especially if stability is so bad you haven't been able to 'finish' a game (ge
Tasunke
[quote who="Frogboy" reply="81" id="3099672"]I'd like to see some early 1-per faction achievement like Sovereign's Treasury that produces 1 gildar + 10% gildar production. I did a 1 research + 10% research with the Sage and it felt...good.[/quote] Yes. Maybe ones for growth and production as well? ;)
On the soft military cap ... maybe lower Unit Maintenance for soldier counts below the soft cap? (and/or higher maintenance in gold from soldiers past the soft cap) But what would the soft cap come from? Possibly Population. Definitely the Capital Building/ Tower of Dominion should increase the soft cap by a static amount. Should any military buildings increase the soft cap? How much would this idea bring to the table?
The barbarian hordes may have not lost basic tech such as agriculture and basic weapon making .... and possibly, due to their war like nature, they even had advanced forging techniques (although I doubt this was true ... maybe a few families of blacksmiths among a tribe or two, but I bet the vast majority just made weapons that could work, and didn't have any advanced steel techniques) What they were lacking however, was Mathematics, Architecture, a Senate,
Using prestige to passively reduce maintenance is a great idea. Makes even more sense for the Administrator Path to give prestige.
I would give you karma but you see I have a strict no Ogres or Giants policy :)
I agree that land would likely be too complicated, hence I edited it out (would have spoilered it if I knew how on this forum), so that the original intent of the idea can still be read.
How about do the Quest Idea for Champions ... but make each Champion different. Some require Gold, others mana, others crystal. Maybe some even want something else entirely. Point is, you go on a quest, it 'opens' the Champion. You have the option of gaining their services. Maybe by simple merit of completing the quest they will join you (level 1s, weaker level 3s). However, if you cannot pay them, then they simply remain o
How do you get a hold of a dragon? I've heard of the possible Dragon (as reward) via Curgen's Hold, and then there are the Drakes, Ophidians, and Naga that can be built with Serpent's Pact civ trait ... But what is this about Dragons?
P-38s are nice. And gotta love the Sturmoviks ;)
I don't think it was possible back in 0.85 iirc. Must be new to 0.86?
maybe 50% more cost for each successive cast (after a successful cast anyways.) doubling it would be too much imho. Also, if casting it would cause the army to go below 0 in any stat, it should be disabled. OR it should only bring non 0 stats down (and leave 0 stats alone, and bring half way stats to 0). Once all affectable stats are 0, it should be non castable.
private video :(
I think you shouldn't be able to buy/build equipment of the "Champion" variety unless the city has an Adventurer's Guild. (ie the +1 per level type of armor) -> Equally, I think equipment you would be able to train normally (with units) shouldn't be all that expensive ... ---> Instead the Shop could have add-ons via buildings that, with City level, give a variety of rare loot to choose from, perhaps with a very limited stock. Th
Yep ... in my AAR I nicknamed this one "Trogdor's Axe" :)
I think you should at LEAST be able to garrison an outpost. Once outposts become important to protect, it will be quite annoying to have a zillion units in guard mode, and have them be visible on the "Unit screen" to the left.
Yea I like the Idea of Magnar having cracked, reddish, volcanic lands ... While Resolyn's lands can be a bleak pitch of blackish gray. With the trees more withered than not. Perhaps even a greenish or brackish hue to rivers in the lands of Resolyn. Umber can use default, while Kraxis lands can be a bit sandier, still dark but tan and brownish. (not quite as empty as the badlands, but with a similar color scheme perhaps? And a bit of grays to c
Hmm. Dagger-type weapons Dagger(s) -> 2.5% armor ignore per unit of Dexterity, 4 piercing damage. +20% crit chance. Crits ignore armor. +4 initiative (one metal) Crude Dagger (from turn 0): 1% armor ignore per Dexterity, 2 piercing damage, +2 initiative (two metal) Mana Knife -> -10% mana cost for tactical spells, +1 mana per season, +3 mana per kill. 4 meta-damage: modified by Intelligence (as if it we
I would give you karma ... but you had the perfect number! 42 AND 42 ... how could you not do anything with that ... man? XD
[quote who="seanw3" reply="36" id="3098482"] Of course I have made 50+ unit designs for every faction, so the AI is 100% better than last week's Maidens aplenty spamfest.[/quote] This is probably needed 100% more than most things when it comes to "improving the AI" ... and its all about the design team really. [quote who="seanw3" reply="36" id="3098482"] It should be noted that the AI is alot smarter than many of us realize. It just doesn't have the opti
See Sean, I was talking in broad terms. Is it possible in the XML? Because there are these 1 per faction buildings you see ... ;) But in more serious terms ... if a Barracks DOES have a gold fee in building maintenance, yet ALSO decreases maintenance of the units THAT SINGLE CITY produces ... then you have no reason to spam and every reason to focus, at least your elite units, in that one city. Although that makes one's strategy very inflexible, so ponying up for an extra barracks
Hmm. So perhaps ... roll some of the techs into Tier 1 (or even starting tech/no tech needed) -> Such as a basic version of each weapon type? Possibly? ----> Don't need metal weapons in this category I think ... unless something like a Crude Axe, Dull Sword, and Bronze Hammer. Something that costs 2 metal each but is half as effective as the tier 2 version of the weapon that costs only 1 metal. (then tier 3 can cost 2 metal but actually be worth it)</
would it be possible for a barracks to affect the maintenance cost for trained units? -> Is it more feasible for a building to affect the maintenance of units built from that city, or just 'all units of the empire' in general. -> and what about tying (-X% unit maintenance) to a tech?
[quote who="Frogboy" reply="7" id="3098885"]You definitely picked the right day to make this post. I'll respond later with my 2 cents on the topic. [/quote] nice! :) (will post my thoughts soon/later/tomorrow)
@ Xadie ... I think that Tactical Battles currently 'feel' weak because of the strategic weaknesses inherent in Beta 2. Currently I am playing a game with all "Challenging" AIs, and I used one of my Custom combos as a leader. The custom combo uses default templates + the units I designed for him (I like this! :)) Therefore, I am facing a Magnar IV with VERY high power due to mob spam. Basically he and I are a