plus the fact that lair guardians tend to wander off their lairs ... which is fine if another guardian has spawned, but not before.
Tasunke
[quote who="feelotraveller" reply="23" id="3095580"] For a custom race, though, I never take tech's as these are a wasted opportunity for long games. If I was a rusher I would always be taking two tech's... [/quote] This sounds bout right ... although honestly the zombie strategy is better for rushing than the two-tech picks imho.
I probably only powergame for about 10% of my games ... (usually)
I love FFH2 but FFH2 didn't have any master quests ... are you thinking of a modmod?
[quote who="seanw3" reply="25" id="3095280"] Anyone else have lore impressions from playing with different factions? I notice there is no Umber up here.[/quote] -> DSRaider gave a suggestion for Umber: Weak Orcish horde and Dragon worshippers ... which makes sense in a way. Even though Quendar are likely more closely related to the Serpents, the Urxen are very weak on their own and worship the Scalies for protection. They would rather have Draconian (rep
I wonder if there is not enough in the budget for Faction diversity ... To save money, why not have Uniques look the same as stock items and spells? You only know its a unique because of the faction using it. Or, if its a spell, it will display a different name. -> In this way, it would only need XML changes I think.
non-zero defense is an interesting idea ... Although if we only increase defense and don't remove armor pierce from Spears ... then everything else becomes a bit more balanced and the NO METAL spears are still the best choice.
Not every Faction needs unique spells, or unique weapons, or unique equipment .... But I think each faction needs at least 2 out of 3. Wraiths -> Leech Life (mass) and Vampire Swords -> And possibly a Path of Necromancy for Mage Champions Tarth -> Late Game Leather ++ and Unique Bows -> and possibly additional traits via 'tattoo' magic Trogs -> Unique Heavy armor and unique ..
Yea ... the WILDLANDS really cranks up the fun factor for me :)
Bonus vs horses is more about unit organization, and less about what sort of pointy stick you use. Unit discipline is key when fighting horses. A line of soldiers will scare off a horse, while disorganized rabble will always be slayed by horsemen because the horses are not afraid of individual warriors, only a line of disciplined soldiers. (a horse isn't effective against a battle line because the horse won't charge into said battle line. If it did, just as much damage w
[quote who="CdrRogdan" reply="10" id="3094400"] Currently I think the biggest issue is that there isn't enough experience to go around. There is only one (very sad) way to gain passive xp, and monsters that are killed do not respawn, nor do quests continue to appear, and currently the AI is incapable of throwing anything challenging enough at us to grant reasonable opportunities to level through war. Please do not confuse the slow leveling with the split experience me
I'd rather see Unique Equipment and Unique Buildings (replacing) and (adding to) the list of possibles (within the context of current techs). I mean faction unique techs are fine and all, but I think making the same techs do " different things " for each faction might be better. ---> not that Faction specific techs aren't valid ... and in some cases might be required (due to lore), I just don't think its necessary.
Well ... here is the thing. If a unit of 10 fights another unit of 10 ... maybe you divide the damage by 10 and give it to each figure. BUT!!! If a HERO deals damage, you KNOW one of those figures is going down. 1 guy dealing 20+ damage = at least one figure dying. (if the figures have less than 20 health each)
Making the starting techs more powerful is one way to do it ... Or just give everyone a starting tech (like all of these games do), and stop pretending starting techs count as a real faction trait. Now, I do agree that giving certain factions + bonuses and - bonuses to teching SPEED of a given tree would be pretty cool [e digicons]:thumbsup:[/e]
Differentiation needs to be on some fundamental "boots on the ground" level. We are talking unique spells, unique weapon types, unique equipment, unique unit abilities, unique champion 'learn-able' abilities (see Path of Necromancy) -> All these things we need. Boots on the ground is the most important aspect of Faction variability. Do you know what else changes boots on the ground, other than having unique "unit capabilities"
I agree Fun and Characterful > Balance when it comes to faction differentiation. I mean, its good for weapons, armor, and unit progression to be balanced in general ... but Nations should have a lot of REAL functional difference, more for the sake of fun than balance.
Well, the thing is its supposed to skip to a new unit after the trigger ... but sometimes you have to 'auto' for a turn to get past it (and if you are fast enough you can click Play then Pause before anyone makes an action ... so you can skip to the next 'normally')
I see. I was under the impression that they used metal links to connect the plates (within the same dimension), and that padding was only used underneath/around etc. Were the plates instead placed within pockets in a coat of padding? (talking about multi-plates, not a solid piece)
nice link! :) However ... I wonder why they used arrow types from the 1400s as gunpowder was starting to see increased use by then. The only reason Plate Armors became increasingly potent in the 1600s was an arms race with 'muskets' not archers. For some reason I think if archers were that effective in the 900s- 1200s ... we would have seen better armor types introduced well before the 1400s ;)
Anyways, to get back on topic ... Units should just have larger starting health, (and possibly less Con bonus per level to compensate) ->Meanwhile Champions Con bonus should possibly go higher ... (from 0.3 to 0.5) both to deal more readily with larger HP of level 1 built units, and because leveling is slower. Increasing the HP ... and lowering the attack of non-metal requiring weapons (especially clubs) would do a lot to address the concerns o
I agree blunt should have some form of initiative and accuracy penalty ... possibly just in the form of Encumbrance (Being a heavy weapon) I don't mind if Chainmail is simply the best armor vs Piercing ... as that would be better than the current form. I like the idea of giving swords a bonus to dodge. (I think I mentioned it in the above post) Certainly swords should weigh less/ have less encumbrance. As I said, leathe
True ... it would be nice if Crossbows could "somehow" be better vs Plate than Vs Chainmail. (I think it depends on a number of things ... ultimately even if plate offers a bit more protection, it'd still be less cost effective vs Crossbows I think ... as Chainmail (in a perfect world) gives extra defense vs Piercing damage. I don't have the numbers in front of me, but assuming complete sets of homegenous armor ... (just for sake of example, with Chainma
Yea bolas are a nice idea xD
True ... monk types in DnD are pretty cool.
[quote who="Frogboy" reply="19" id="3094751"] Yes. Two reasons: (1) Most items in the game don't do anything to initiative. That is because the system is balanced around a bell curve so that most items have no effect on initiative to remove "screen dirt". Your solution would result in most items now having an initiative effect which would be a big negative to UI approach ability. 2) From a balance point of view, if everything was decreasing it,