Out of interest what sized map are you playing on?
xStarfirex
Welcome. If you ask me you are picking a decent time to jump into the game. As long as your not afraid of a few bugs or crashes. Not sure if your going to start playing with the current beta or the last released version but my advise would be to go for the beta... it's less stable but there are so many changes in it which are really bringing the game alive.
Hmm if you want a way of getting food i say it should be a spell... if summoning a square of fertile land cost four mana to maintain then it would place more importance on shards (which are meant to be important) plus people would have to make a difficult choice as that mana could be used to do other cool stuff instead (like make four casters).
are you sure it is working for me... I used it to get a level 5 city with only 12 houses (well villa's)
I don't mind them being level one so much though i can see why it might be a bother to others. My hope is that they make the passing on of abilities abit more complex and random than just getting your father or mothers abilities... now if you had a chance of getting abilities from both that would lead to some really interesting hero breeding, and after all thats what we are all here for.. hero breeding...... right? guys?
[quote who="Derek Paxton" reply="34" id="2838562"] Way more detail than you wanted I'm sure.[/quote] That was the perfect amount of detail. I am always interested in the thought processes and codeing challanges that you guys go through.
Out of interest sometimes I use the adventure resource techs yet no resources show up. Is this why you have reduced the spawn distance of these techs down to 12? If this solves the issue thats great news.
Is channeling guarenteed when its between a sov and a imbued champion do you know. Ok so currently the only way I am going to get a daughter from another faction with interesting bonuses is if that faction has a female sov?
Now that the game is getting more stable and I can play around alot more I have started to enjoy the diplomatic options which the games offers. While they are quite basic they seem a very solid foundation. I in particular like the ability to marry my sons off and gain another factions daughter to my cause. So far one thing I have noticed is that the daughters I recieve never seem to have any interesting bonuses... Surely there is chance they should get some of the abilitys from the pa
I get the same problem however I am not using the expanded factions, just updated weapons and the adventure content pack so perhaps the problem lies in the mixture of these two mods.
Looking good. Could you also add to the known issues that any updates we make to our heroes info cards are not getting saved properly. They will change and then so many turns later they will reset.
[quote who="Heavenfall" reply="3" id="2837764"]OP[/quote] phew was afraid you were making him out to be some sort of zero
[quote who="Heavenfall" reply="1" id="2837732"]First![/quote] :s what does that make Derek?
Hmm I hadn't considered children adding to the stats, coulod get rather op that way. I was thinking Tech, Arcane, Mana, Food would be left as they are but any thing related to gold, mats, crystals, metal might benefit more from this.
So I have seen some discussion around the forums about spells and sov abilitys which add +1 of a resource every turn and how in the long term this bonus doesn't scale and soon becomes pretty worthless. One solution for this that seems to be getting considered is to change these bonuses to a percentage increase. This would allow the bonus to stay relevent over the long term, however this would mean at the start of the game these bonuses would be virtually useless. Instead of chooseing
[quote who="econundrum1" reply="9" id="2837430"]This is a problem I thought they might have which is why in a previous thread I suggested imbue would need to have a high casting cost, so that it wouldn't make sense to keep canceling and recasting as needed.[/quote] I like this, simple, easy to implement and effective.
Plus as more interestng abilities and magic weapons/armor get added is would make sense to have a more stable and subtle base from which to build from. If all the standard gear is already getting cheesey then where are does all the uber rare stuff have to go?
Hmm this would explain an issue I had with my last game also.
For the imbue champion issue you could have something like "essense sickness" when you unimbue the champion, All their stats get reduced to 1/4 of what they should be for 30 seasons and they can never be imbued again.
I love your idea of being able to create resourses using mana. My personal preference would be one large city also. However I think your implementation of this idea is over complicated. Currently we have the mana maintainence system which is working very well. Why not have these resource spells take so much mana to maintain. A farm takes three mana to maintain working your way up to elementium which takes ten.
I think you have to have expanding in your game plan from the start... due to the monster ai now there isn't any point founding a new city unless you have some way to defend it. The best thing that can happen is if you find a sand golem early. You can use that to protect your first city while you lay down another. Also for the first time ever I find myself buying the advisor a spaer to help get through the early turns.
ceated fations are in the race folder
[quote who="BoogieBac" reply="1" id="2836723"]I don't think this would make it in for 1.1 (we're past the implementation stage and into the bug fixing realm), but I agree that custom colors on your guys would make unit creation more fun AND informative as to easilly spotting certain designs from afar (I always like when artistic features have a gameplay rational as well). I'll bring it up to Derek! Thanks![/quote] :) cheers man thats all that i ask, keep up the gd work this game
[quote who="BoogieBac" reply="9" id="2836722"]Great feedback guys, thanks for the write ups. RE: Enchantment Spells - What if we made some of the resource buffs give a + %bonus instead of a flat +bonus. This way you can cast it on your gildar producing center to give a nice boost, opposed to +1, which on second pass does seem worthless once the game starts rolling.[/quote] yeh percentage based would be a huge improvement
I fully agree with everything here apart from the cap on how many we can have. I think if they added a slight upkeep to the champs it would be enough to make us think twice about who we hire. When they get around to giving the champs more unique abilities and gear then collecting them really will be addicting :)