Until we get a server or whatever ... I think just enabling Play By Email and LAN games would be enough :) (and I guess pier to pier, but I don't have a sailboat yet)
Tasunke
probably zero from lightning and half from fire and cold ...
I tend to think of it more as a guideline ... though I'd say it calling "Waerloga the Dragon Lord" having an EPIC stack to be quite accurate :)
I don't think armor ignore should be a base ability (or capped at 33%) instead, for designed units, it should be a special ability that can be learned at level up (or auto-acquired) Axes and Blunt -> Can gain "armor breaker trait" (at level 4? level 5?) Yew Longbow -> can gain "armor pierce"
I don't think it makes sense to say that no units will die until half health ... you'd have to be looking at it very abstractly I think. Many paths can be taken, but this is not one I would prefer.
I think they had over 200 hp ... (as a total unit) They were Squads of Armored Knights, built in the late game, but using late game quests to level (iirc)
[quote who="Alstein" reply="6" id="3092973"]What I really want to see is Soul Calibur-style custom armor sets. I'd actually pay DLC monies for those. [/quote] lulz
Although I agree ... it might be nice to more armor types ... (hide and scale could be "leather" upgrades I suppose) -> could you explain splint armor?
Hmm? Currently its Chain vs Cutting, Plate vs Blunt, and Pierce as the best vs Armor. -> Its only mixing around the values ;)
Well yea, if we had a single upgrade to add 1 militia to each outpost, that would be fine (I guess) as they are not production centers ... The main thing, though, is to be able to garrison outposts methinks. having my outpost garrisons clutter up the unit screen is annoying :( (but as I said, other things are more important)
I guess units could just deal damage between a range of 40% their attack and 60% of their attack .... and make unit sizes larger by a factor of 2. Then slightly boost defense of everything (+1?) and buff Champions a bit. (ie Champions doing 100% of attack instead of around 50% like each unit is doing ... and allow for champions to naturally ignore 10% defense?) -> I dunno, it doesn't feel like a perfect idea, but just a thought.
1 champion and many mooks give many levels to said mooks. IF you max the consitution of said mooks on level generation, they get INSANE amounts of HP by high levels ... therefore you have enough health to survive the Dragons ;)
Personally I think Chain mail should do extra defense vs Pierce, Plate should do extra defense vs Cutting, and blunt should be the best versus armor ;) (although I think Axes can be good vs armor as well)
He probably played on Rediculous ;) ... as, if going by description, rediculous is the only setting to have max AI ;)
Not sure exactly how combat is currently handled, as I had thought that a group of 7 units had 7 separate attacks .... but if not this would be ideal. [quote who="CdrRogdan" reply="2" id="3092931"] That is to say each unit in the stack does not actually 'add' to the damage, rather it is a multiplicative of that damage. So for example if you were to attack a unit with 40 defense with a unit of 7 swordsman (totalling 77 attack) you would not inflict arou
[quote who="Solam" reply="4" id="3092924"]Seems she cheats on her virtual husband all the time...[/quote] With the virtual gardener, the virtual rich playboy retiree, or hookups at virtual parties?
I think Town Hall should give passive EXP to the Path of the Governor champions :) Basically, I think once you pick Path of the Administrator/Governor ... you should be able to get passive Experience from various buildings and events :)
I think outposts are fine as is. Sure, there could be more stuff to be done with them ... but really, development time is sorely needed in other aspects of the game. Better outposts would only be fluff, imho.
There is one elemental for each element I think. (earth, fire, water, air) -> I agree that Death legions should be able to summon ACTUAL armies of skeletons and zombies :) (instead of just make artificial ones via weak troops)
Well, the Scrap Golem quest tends to spawn the Scrap Golems on the other side of the map ... and if some of them spawn in the Ocean you can never complete the quest ... :( (actually, I guess you could try to raise land to get to them ... but if you raise land of their tile, do they raise with the land? or become stuck underneath?)
Once again we have a fallen Champion with "race Altarians" [e digicons]:|[/e] My blue-skinned Magnar IV of Quendar was apparantly 'human race' (whatever that means)
I've heard someone did ... with level 8 trained units that were buffed at the time of creation. (armored knights I believe) I have not (yet) however [e digicons]>_>[/e]
[quote who="Manii Names" reply="39" id="3092867"]Cast the +20% food spell, no waiting required.[/quote] Is this a life spell?
Yes .. Spell resistance being the armor for spells, and Spell Power being the damage modifier for spells ... this would be good I think :) -> and spell resistance can also be the "dodge" against the magical ranged attacks of Staff weapons.
I don't agree that leveling is too powerful (at least for melee heroes). -> I don't see how +1 acc per level and + health per level can really compare with the power of caster heroes ... Maybe encourage further specialization ... you can either be an awesome caster, or an awesome melee unit, or mediocre at both (an expansion of the path system) -> Currently I like how all types get +health per level ... maybe