I notice that Air Elementals can wander off from their shrine and never come back. This may have led to cases of un-guarded shrines (rather than the AI simply not picking up the loot). Wandering beasts are fine ... but I think they should leave at least SOMEONE to guard it ;) Air Elementals could leave other air elementals or lesser creatures behind ... the super beast could have left some ogres behind, etc.
Tasunke
I think certain games did it well where you click on the tile and it tells you the armies that are on the tile. First you click on the tile, and move soldiers from one army to another, then you select an army and go! :) also maybe something simple like the comma or period button on a keyboard could move to next unit with moves left.
I think the first 5 units (or most powerful 5 units) shouldn't cost maintenance. This would encourage early strong play, on a limited scale, which is both a natural counter and healthy alternative to zombie spam. Otherwise the only way to stay at 0 taxes and have a decent military is zombie spam. With the 5 free units, you both encourage a starting party of 5 decent units so that you can start leveling your Champion or Sovereign, but also you allow y
Maybe ... but then add Initiative to caster Staves ;)
Tasunke's brand of Faction Differentiation Example:I think the Wraiths should have a custom ability or weapon. For now lets give them Vampiric Sword. It drains life (health) on strike and perhaps also gives a strength debuff. ->could replace either short sword or broad sword ->Wraiths are physically weaker, so giving their armies the ability to 'drain life' in melee could make them a bit more competitive if they focused on the warfare path.</p
yep. Its pretty annoying to get Iron Mine updates when I don't have mining yet. and then ... it usually doesn't remind me once I can build them xD ... I have to remember on my own as if the pop ups never existed. :p
But we ARE seeing slow troops on the field. Maybe you only fight with fast troops, but that is not the only way to play the game. Troop builds should be a choice on the strategic level as well, not just on the tactical level.
[quote who="Bingjack" reply="2" id="3093639"] Why? [/quote] So that cavalry have a use other than looking pretty.
double post >.>
In the total war series ... if one unit 'charges' another equivalent unit, it will only deal about 10% damage (kill about 10% of the soldiers). Maybe a little bit more, but not a lot. Its when you have basic armed troops facing off against peasants that you end up killing, say half of the unit with one charge. (as for knights ... well they'd kill all the peasants, they'd also kill more than half of the basic armed troops, and the few survivors would just run aw
I'd be interested to know the average GDP as it changed from before the Gulf War, to the end of the Gulf War, to the Iraq War's beginning, to today.
Air II + Earth I -> Nature Walk (no terrain penalty for forest tiles, stack enchantment, mana upkeep) Water II + Earth II -> Forest growth (produce new forest within territory) Now ... allow the Tarth (woodelves) to get Nature Walk and Forest growth spells FOR FREE on all Champions. Additionally, give them unique equipment "Forest Shoes" which do the same thing (without the mana cost) at the expense of extra equipment. In thi
Yep ... being able to build every king of unit with each faction seems kind of odd imho ;) Factions should be different enough ... that if we want a truly balanced experience in MP we will need to play the same civ ;)
There are items that can reduce either cold or fire damage by 75%
I think 3x3 ZOC fortresses should have at least 1 maintenance [e digicons]:ninja:[/e]
I think its important to be able to halt a building production while not taking away all those turns ... being able to mix up the build order (as has been done by Civ et all) would be a good place to start.
So is the only penalty for running out of money ... not being able to build new units? I think it should increase unrest in some way.
Well, I'll admit it will be important for the AI to know more accurately what combat effectiveness really means.
Its 2012 ... That being said, I'd love to have the time to read some books! maybe I should do that instead of forum serfing :P Should check out a few of those titles, sounds neat.
Yea xD I think a progression from Stone -> Bronze -> Iron -> Steel would be awesome :) much better than the current progression imho. At the beginning you only have clubs, slingshots, and stone axes. Pathetically weak, but better than nothing.Stone axes are the most expensive of the three, and can kill clubs pretty easily, but not quite as strong as anything later Then you get a Spear ... much better than Cl
I'd say being unable to build new armies could be a serious downside ... but the ability to buy CHAMPION GEAR on a deficit is ridiculous xD
1) Units should have more HP 2) weapons that cost no resources should be weaker (or at least not ignore armor) 3) archers should have to choose not only bow but also Arrow type. (stone arrows vs Steel arrows) the latter costs metal. 4) Chainmail should be the natural counter to all non-metal weapons (other than magic) 5) Plate should be the natural counter to all metal-based weapons. and by extension make non-metal weapons pretty worthless too. -> A
Metal weapons -> should be better than any 'non resource' weapon. Spears should be cheap and weak (in real medieval settings spears were the default weapon of choice for cannon fodder ... usually levies only carried spears and better weapons were meant for the richer citizens.) Metal and Mounts should matter ... Once you get metal weapons, that should be your first real counter to leather armor ... simple spears should not have armor ignore, a
How would you implement zone of control? Saying that 4 move armies must be stopped at the end of their turn next to the fortress? I agree that line of sight is important ... I suppose ZoC could be important to prevent enemy use of roads. Do land armies not already have ZoC on the strategic map?
Yes, that quote error is indeed in error, and ironic, as you are not of that line of thinking. Personally, I think the ability to "garrison" outposts is the only thing that need by changing. Don't make the units 'disappear' mind you, but don't have them cluttering the 'active unit' list on the left either.