Possibly this should be moved to Misc
Tasunke
Okay, I know being unbalanced is a moot point right now ... but for some reason there is this bug that allows for Shortbows to ALWAYS to max damage and ignore armor. also, even if the unit has more HP than the attack deals, its instant death for individual units (but strangely, it always takes 2 shots from a short bow to kill a party) So yea ... I could have taken over the entire world with (probably) one, ONE Shortbow!!! I mean, I invaded with 4 units,
Well, Rebel units and Brigand units should really spawn with MORE frequency as your empire gets larger ... :/
Perhaps once an Inn spawns ... that Tile is "marked" somehow ... and new Inns that would NORMALLY spawn nearby are instead stored under the "marked" tile And when the first Inn is disposed of (quest completed) the 2nd Inn appears there. This marked tile will stay saved, and if its empty ... and an Inn is about to spawn ... it spawns in this tile.
Perhaps once an Inn spawns ... that Tile is "marked" somehow ... and new Inns that would NORMALLY spawn nearby are instead stored under the "marked" tile And when the first Inn is disposed of (quest completed) the 2nd Inn appears there. This marked tile will stay saved, and if its empty ... and an Inn is about to spawn ... it spawns in this tile.
Of course ... having Forts that expand Influence could help this. Even if its under a Fort's influence, it would still use the Bonuses from the Nearest City.
At least far less Inn crowding for 1.0 plz But yea, I'd like to see this overall idea implemented in an Expansion
Yea ... kids should be roughly comparable (but still weaker imho) than the Sovereign. I agree, from an Ideological perspective, with the OP
Lol ... you do know that Combat Speed max is 10 right? Anyways, having high attack speed is okay ... as long as having a lot of HP is an alternative. (especially high HP monsters). The problem I have is connecting Attack Speed with Tactical Movement speed. I agree that Overland movement should have nothing to do with Battles, but I think Attack Speed and Battle Speed should be separate.
[quote who="LikeTheWhirlwind" reply="170" id="2687844"] Quoting Tridus, reply 168 Well, that sounds better. It still seems like mounted units will get an attacks (and thus effective damage) boost if they don't move though. I know we're sucking up your time here, but can you explain why NullAshton's idea was rejected? I think Brad responded to it pretty well. The connection between movement speed on the main map and movement speed in tactical battles implied by
Yea ... insta-spawning and disappearing "Cities basically" is kinda lame :p which is why they should be permanent Why do I say cities? Places where humans eat, drink, breed ... basically where they live. So its a Camp, a Town, or an Inn ... its civilization. Its a permanent fixture of human interaction.
Farmville Mod can go die in a fire.
It's also not difficult when Refined Armor is a green tech, and actually increases Attack!!! But yea, I've never gotten more than like 4 or 5 rings, and using them all on one character never felt "OP" ... its everything else involved that makes the characters feel OP (like ranged weapons, Hit and Run, and Monster having too little HP)
You could certainly try that ... but ultimately you have three choices. Tank? Mage? DPS? Tank = constitution front loading Mage = intelligence front loading DPS = strength cause you won't get infinite levels ... and you can place 2 points into any stat u want on level up, which means you'll have to choose whether HP or Essence is worth more. Your having to choose your strengths. Now, splitting essence gain between Intelligence and Wisdom might be a wise
Aye ... I would like to know why NullAshton's idea was rejected. I DO like the fact that any point value left allows for movement though. ... I am guessing that Cavalry will only cost 1 AP per tile then? To allow them with a relatively low combat speed yet still able to move those distances ... In that case at least a combat speed of 5 for Cavalry. (which is still a LOT of attacks)
The deal with the Barbarians is not that they are less intelligent, but usually less educated. Sure, their rulers were highly educated ... but rulers do not discover new technologies, they specialize in keeping their power. (they can of course be very interested in the latest technology, but that doesn't by itself lead to new technologies) I mean ... some things kept moving forwards, but most of the Roman technology was lost when the Roman Bureaucracy wa
[quote who="LikeTheWhirlwind" reply="154" id="2687766"]Counter attacks are going into the 3C build. Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round. Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking. Please note that this doesn't affect what you can actually do during the unit's turn. They'll have al
Definitely experience points for finishing quests. Currently having essence doesn't make you a better caster. It just makes you have a higher mana pool. And you can reduce that mana pool by using specialty spells. If you want to have a better mage you have to increase your Intelligence and Wisdom. However, currently if you want to win the game magically (assuming Spell of Making still costs at least 20 mana) you have to use level-ups to buy essence.
Well, Influence per city should definitely be determined by player (not by city only) ... and newly conquered cities should start at 0 Influence and perhaps have halved influence growth for a certain number of turns (minimum of 5 if you have a large army) And I do kind of like Sareln's idea of having specialized buildings give an "average bonus" ... where too many cities and too few buildings has penalties while plenty of buildings and only one city has like +200/300% b
Well, we already have all the pieces from the past ... its just time to place them on the board right. Frogboy was right imho ... its not necessarily a game that is "revolutionary" as much as the next step forwards. Instead of just A, B, and C ... the game also has D-Z (or will anyways), thats my take on it
Yea, when they aren't in the same stack.
Well, TBP ... currently you can Wield a Shield With a Claymore! This is because All weapons are currently 1H (in practice) Bracers and Shield both count as "arm" equipment. Mainhand vs Offhand is purely cosmetic atm, since you can only equip one weapon, and your weapon slot is completely different than the arms slot (which includes shields) .... if you have a Bow and Shield, they show on the same hand.
Indeed.
Quest Hubs are better to be consitent imho ... while QLs that can spawn creatures ... I've already talked about. Minor QLs may or may not spontaneously spawn as soon as you get maps to them ... but it may be better if they existed "invisibly" before you discovered the Quest or Tech as rubble or some such feature unidentifiable and impossible to build on.
further musings could include .... can only place points (you get 2) into Strength, Dexterity, Wisdom, Intelligence, Constitution, or Charisma. Perhaps your Attack Speed increases +1 for every 18 Dexterity you have at level up Perhaps your Base Attack increases +1 for every 20 Strength you have at level up Perhaps your Casting Speed increases +1 for every 20 Wisdom you have at level up Perhaps your Base Spell Power increases +1 for every 18 Intelligence y