Ironically ... if the two armies start out far apart this can also be a huge advantage to the player xD (more time for spells and ranged attacks)
Tasunke
The towers put together give you 2 of each shard ... so really all you have to do is keep control of the Towers ;)
[quote who="UmbralAngel" reply="6" id="3091098"] I think forming units into "armies" makes sense and it is really easy to do programming wise (the AI probably does this already). So that can probably be added, though after playing MoM so much I got used to having to select all the units each time.[/quote] YES! I think you should allow us (the humans) to make army groups via Ctrl+1, Ctrl+2, etc. Then, whether the army is on the road OR IN A CITY ... clicking the number wil
So here I am thinking of making- well suggesting- types of assassin gear which gives several bonuses. Among those bonuses sometimes a bonus to initiative. Now, Initiative as it stands would be perfect for Assassins, to try and move before they get KO's ... and to try and keep Dodging in order to prolong their death as long as possible so that they can get in even more hits against the enemy. Now, the problem with plus initiative weapons and tr
True. I see your point. What is the AI's alternative though? (I suppose it would be to move until 3 tiles away, so that if you were to move to attack it, a slightly greater chance that your unit would get surrounded?)
ultimately someone has to do it or the game stalls out. If one side has more archers, it forces the opposing side to move across the board as quickly as possible. Its not always possible to optimize for getting the 'first strike' in melee. Often perhaps, but not always possible. (when I have more archers than they do, I just make sure I have a defensive line, I don't move forward)
Hmm I see. on my laptop the space bar is next to an activated mouse pad that I no longer use, hence I haven't used it yet. What I would like to see is Enter being a possibility in the tactical maps, as sometimes the UI gets stuck and I can't end a units turn. (also the "Defense" skill for sheilds needs to have faster animation, it forces me to go 2x animation in all shield related battles) -> as can be infered from above, it onl
That's an interesting approach sean. Although I'm not sure if bandit lord and warlord want to be Champoin focused. I think there should at least be additional unit bonuses. For me, Warlord seems to mean commanding an army from the frontlines. (bandit lord, on the other hand, can do the Assassin Path thing because honestly I don't see why they have that profession available .. and I think it should be more than just 2 starting units if thats h
probably a bug then.
[quote who="maniakos" reply="12" id="3091480"]Armor is also needed in the regular melee once stronger weapons are introduced. There is always the issue with the Army amortization cost. That is the cost in time and wages that a unit will spend until it gets to the front, i.e. is used in battle. Once you factor this cost in the equation, building shock troops instead or armored troops is a waste of time and resources. Also factor in experience from survivability... it's a lost cause.<b
It wouldn't be an issue if all melee units had 1 natural counter attack. Then 'first attack' wouldn't be that important ... but really I haven't focused on optimizing that sort of thing, because its unnecessary when you have that many extra mooks that don't cause that much maintenance. look at the zombie thread.
Do you know how many +% bonuses you had? Stardock has a habit of multiplying % increases instead of just adding them. so there is that.
all dex does is crit and dodge. Sometimes its good, sometimes it isnt. Constitution is always good. Strength is always good for melee. -> Dex as pertaining to armor ignore would be fine for daggers. -> Dex should be something worth investing in ... not just something to add via Champion's Gear for extra dodge n crit. For instance, if I want to make a good archer unit ... Why would I want to add dex? I don't. L
mana blast used to be researchable. I agree it can be really crazy XD So now its attached to an item? Whats it called?
yea ... I think archer damage should be in some ways affected by Dexterity. imho
Well, Bandit Lord you only start with 2 bandit units xD normally the profession is a small bonus ... but I think in a perfect world each profession would suggest a different type of playstyle. I like my idea for Adventurer (im not biased I swear :p) ... but I admit that Warlord could be anything. Something that helps fielding armies I suppose. We could add extra quest exp for Adventurer, although there is already a civ trait for that I guess (could have
Does a mage's Fire Attack/ Ice Attack ignore the target's defense? imho it should, and I think it should also have effects other than just damage. -> others have suggested initiative hits for those hit with Ice mage attacks, and damage-per-time (burning) for those hit with fire attacks. (not for spells already balanced, but for these new types of ranged-magic attack weapons)
If champions were tied to quests then other Allegiance factions couldn't kill them. (one way to have a map-dependency without the potential unfun you describe) And yea I'd be fine with 1 base counter attack for all melee units. I think one version of Elemental, at some point, had this. (maybe a stage of WoM?) I'd like more unit traits for 'Mage' units and 'Cavalry' units. there really isn't much in-game poin
Did you have path of the assassin or anything that would add at least 50% to crit damage?
Have you played a game to the final quest yet? :D Was a huge surprise when I did it ... I wonder if it'd be better if it had a more aggressive AI on the strategic map though (instead of just sitting there). I'td be worse than the appocalypse*! xD *in FFH
Space Bar works in tactical battles? Personally I'd hope for the Enter button to work in tactical battles ... as that's what I always use in strategic map.
I see, thanks for letting me know the equation ;)
Shouldn't ADVENTURER profession be the one that allows for more Champions? I think Warlord should provide a bonus to all units in his stack .... (like +1 accuracy and +1 dodge) While Adventurer should allow for +1 champion without the Experience split. (So an adventurer can take a champion friend along at no cost of exp ... while 2 friends would half the exp as if there was 1 friend)
annoying multi-quote bug ... :(
[quote ] The movement path dots should be colored differently for every turn a unit takes, for example they are green for the first turn, then red for the second, then blue for the third turn and so on.[/quote] I agree [quote] please fix the loot tables. [/quote] Better loot should probably just be defended better. And yes I agree, it is likely that all loot is currently randomized within a single array. Loot should instead use different arra