StillSingle

StillSingle

Joined Member # 4051907
76 Posts 249 Replies 9,700 Reputation

Fought both types of elementals with the exact same party (incl level). Based on the amount of hit points and abilities the two elementals have, they should have the same threat rating. Currently, the Fire Elemental had "Strong" threat rating vs Air Elemental "Moderate". Personally I would opt for their threat being "moderate" (ie the same as the air elemental).

0 Replies 3,651 Views

The slow ZOC spread does make city spam useful in the current iteration of the game. ZOC expands on turn 15 (or so), then turn 30 (or so) then it starts taking FOREVER to expand again (upwards of 70 turns). This is due to the pitiful growth of your cities (and that's not including the reduction in population for building troops!!). The first tech to increase population increase is at least 4th on a tree in the civics tech!! and it only increases it by

7 Replies 5,919 Views

Playing a huge map with a ton of ai players. Come up against a huge team (capitar?), and they are city spamming!! They have one city next to every resource. even resources that are close enough to each other that I wuold build in the middle and save myself the trouble of building another pioneer. It seems that the AI doesn't predict (or is noto patient enough) to build cities that will expand their influence by 2nd or 3rd level to include the resources on the map.&nb

7 Replies 5,919 Views

Yeah yuo're right about the lack of increasing power high level spells. Got to lvl 7 spells with the Fire and Air books. They all seem to do the same damage after lvl 3. lvl 3 gives you fireball, chain lightning, and molten hands (or whatever its called). There were a couple more damage spells after lvl3, but they did the same damage (1* caster's int). Idea for spell: Caged lightning: up 1/3 caster int in damage (using current system of m

36 Replies 106,561 Views

Yeah. I had a shaman cast confusion on my dragon a few times.... 280+ attack with a dragon!! and both the dragon's abilities are based on its attacks :) I'm interested to know what's happening to cause this to happen (the attack increase). What is the confusion spell supposed to do?? I haven't been able to learn it yet.

9 Replies 5,539 Views

reply to both replies to me above: I tend to play on Epic game mode, so tech advances slowly, and games tend to finish before stacks get above about 50HP. It looks you guys are acutally right, magic doesn't scale. But a Sov based on combat doesn't get much better without seriously endagering his/her life. I cranked my sov up to 96 Attack, which is fine playing epic games, but for the stacks you are talking about, the Sov would get killed in

36 Replies 106,561 Views

Firstly, magic is not underpowered :P The reason we have two different views is entirely caused by the difference in how powerful we think magic SHOULD be. My Opinion: I think magic is probably just right at the moment. My Sov can solo about 15 combat rating above itself unarmed. Basically, with a LvL 1 spell (flame dart), I can beat 6 spiders. That's with a lvl 1 Sov setup for spellcasting (15 Int ,15 Wis/Ess). I don't think that a Sov should

36 Replies 106,561 Views

Just to point out something about diplomacy and agreements..... BOTH people have to accept an agreement, this is the basic principle about all contracts. Which means that forcing acceptance is not intuitive and will be highly annoying. Secondly: The current system of Diplomatic capitals is: DC is produced exactly the same as any other resource. That is, you can build a structure in a city, gives you DC per tuurn. You can find a resource

4 Replies 5,634 Views

Good point about using the city level rather than populaiton. Just on balancing, I think that you should need a lvl 2 city for 1 trade route, lvl 4 for 2 and lvl 5 for 3. But it all depends on how much stuff caravans provide. The more benefits a caravan provides the less you should be able to get with small cities.

6 Replies 32,151 Views

op has a point. Good idea with the research treaties as well, instead of trading techs trade research points. The only difference in oppinion I have is that the research treaty "income" (probably measured in research points) is that it shuold be tied to the lowest research producing empire, not the other way round. Better yet, use the perception system that is already in place in deiplomacy to work out the value of "research points" traded to each party. That way, the

11 Replies 8,216 Views

But the AI knows if it bothers to start trying it will wipe the floor with all the human players!!! well that's what frogboy would say anyways ;) I agree with you, the stronger empire should be able to ask for a lot more when bartering for non aggressions, or similar treaties (alliances)

2 Replies 3,259 Views

Yeah you have a good point. But the gain or loss needs to be limited slightly imo. Perhaps define the jackpot/luckout as +/- one location level. So you might get lucky and get stuff that would ordinarily be in a location above, or unlucky and receive what you would get in a location below.

2 Replies 3,777 Views

Yeah I agree with you totally here. I hadn't actually got a chance to build such a large empire to notice though!! Perhaps a trade route system like Birth of the Federation would help here. In BotF trade routes from a given "city" (planet in BotF) were limited by the amount of population. The trade route income was dervied as a function of population of the receiving "city", so if you created a trade route from your city to a huge city, you would get more income than

6 Replies 32,151 Views

I've finally had a chance to tinker in the diplomacy stuff now, and have noticed that the Empire who you are trading with has all their (gildar, materials, metal, tech) shown as absolute values, that is, the actual amount of the resource (or tech) that they have. I also noticed that there is a very nice (would be good to get the equation that calculcates) perceived value system. I suggest that instead of seeing the actual amounts of resources/tech that the oponent has availabl

2 Replies 3,259 Views

Currently in beta 3C, notable locations are split into ranks from 1 (lowest) to at least 4 (haven't got beyond that). It appears that the goodies received from the notable locations are not graded in the same way: Example: level one location gave me 100 Gildar. But a level 3 loactiaon gave me 25 Gildar. I would suggest that given that higher level locations require research to be completed in Adventuring, that the higher level locations shou

2 Replies 3,777 Views

Depends on if you can equip summoned units. If you can NOT equip, then its attack will max out at 6, and it will never have any defense because it is not wearing armour. NB// The above sentence is void if spells are added which add armour, instead of increase dexterity, same with Str vs weapon. Unless the spells are not allowed on summoned units. But i agree with you a bit, the 50HP is a little overpowered unless it comes up against a spellcasting Sov. (I was

2 Replies 791 Views

I've played blood bowl (PC version) and it had pretty much all of those rules you mentioned in your thread. In my opinion, it worked REALLY well for Blood Bowl. However, Blood Bowl is a game where the goal is to score.... well goals by touchdown. Secondly, Blood Bowl has a lot higher movement rates because it assumes EVERYTHING is running from A to B. Blood ball was done with Hexes yeah? I think it was (well the PC version anyways), and the rules

4 Replies 6,501 Views

I see what you're saying Dark, but generally in zoomed tactical battles, units are normally spaced along two lines. It wouldn't be too difficult for the coders to do a check and fill up the bcakline with archers first. I just don't think the T formation shuold be allowed because the tail is not adjecent to the attacking square. It seems to be bringing in units to a fight that really were too slow, and should just enjoy listening to the stories of the warriors who got t

8 Replies 39,856 Views

Awesome idea! the only formation I don't think should be allowed is the: www w All adjecent friendlies should get the option to do your coordinated attack option. Hopefully when the map zooms to tactical battle (yes frogboy has said that the tactical map is seperate from the strategic map), then the locations of the friendly and enemy forces should be taken into account when placing them initially on the tactical map.

8 Replies 39,856 Views

It's just occured to me that the only way to get ranged units is to research Warfare, or Imbue adventurers with Essence (so they can cast a limited number of spells in tactical battles). Would it not be cool, when researching the Magic tree to unlock items for units that gave them certain abilities? For example, instead of using a Bow, you could create a unit that has a ring of the flaming finger. Allowing it to do fire damage at the same range and amount of damage as the

2 Replies 19,262 Views

[quote who="Twohawks" reply="30" id="2673608"]not sure I agree here.. archers should have the chance to fade away.. guerrilla style, this allows for interesting strategies.. I like the idea that faster ranged units could reek havoc on a for that relied strictly on slower higher offensive/defense units.. this provides for more depth think fast moving longbow unit vs full blown knight in armor.. [/quote] It seems that it will be too overpowered (My Sov with a bow is doin

41 Replies 19,121 Views

[quote who="StevenAus" reply="27" id="2670295"]I like vollies, but only as a once off shot that takes into account armor *and* which automatically results in a tactical battle immediately. [/quote] Yeah, fully agree with you here. Tactical combat needs to be forced as soon as a volley is fired. The original volley from the archers should alos count as their first turn in the tactical battle. So the attacking player only gets to move their melee fighters in their

41 Replies 19,121 Views