Mercenaries and Hunters are quite expensive too. While not 9g/turn, they are 3 or 3.5.
StevenRLynchAbundanceThatIAM
Stardock and Derek, Alstein makes some good points here. I too see some changes I don't like as well as the ones I do. Please have a think about Alstein's suggestions and implement if possible.
I would support each horse and warg resource only giving 0.25 per turn and then having a very late boost to 0.5 per turn. Although 0.2/0.4 per turn might be worth trying, as with one resource you would have only 20 mounts produced each 100 turns until late in the game, drastically reducing how much cavalry you could have. I also agree with having a very big increase in maintenance cost for mounted units on top of normal maintenance costs - probably in gildar as it just gets too
I strongly agree, some changes just don't seem to be well thought out. And part of the designer's job is accepting that sometimes changes that are tried don't work, and they need to be reconsidered. What are other changes you don't like Alstein? I would guess that swarming is one, but I don't think that will go. Are there any other changes you think haven't worked out?
Yeah I can't see why they removed it. It could have used some tweaking, such as more levels and dodge negatives, but the system seems a bit simple now. :-(
Good points. Maybe with only one combat per turn, a purely combat backpack would be useful. Do you have some suggestions for previous encumbrance items like the Backpack and Golden Belt?
I agree.
Stardock, have you considered some sort of offset swarm mechanic for defenders next to those attacked, and even the opposite of Pack Tactics as a learnable skill for certain classes?
Stardock, can you implement this? Just calculate the cost per figure, multiply by number of figures added and only allow the upgrade if the player has enough of all the resources.
Can you fix these, Stardock?
I guess that's where I got an inkling of the idea, Heavenfall, as well as from artifacts in other games that provide resources. However I like the idea of getting them at the end of the turn, as sometimes battles can be made to last a long time. Wizard1200, what would happen if you had more than one of the items? Or would you make it so that a maximum of one effect would apply, so the percentages don't get too big?
Yes, I think it would be well worth it for Stardock to go to town on units, types of champions and items (some suggestions for existing items in the https://forums.elementalgame.com/443254 thread). Having a lot of unique items would also reduce the amount of repeats we get when getting loot, and greatly enhance the cool "lucky dip" mechanic with loot.
I'm not sure if it should affect global income or metal and crystal income. Just enough so that it provides a good base income, with possibly a bonus per level (feeding off the potential of the hero). I like the idea of getting potions for the Enchanted Backpack, but I think having 25% chance is a bit high. Maybe 5 or 10% of getting a potion (or maybe less), with a higher chance of getting the less expensive (read: less powerful) potions. Or a combination solut
No, I think it's been around for a long time. It is essentially a way for weaker sides to gain protection from stronger sides by paying money to them, and for stronger sides to get some cash up front and not have to worry about the expense of a war.
There is currently no item that provides Gildar continually, or any other resource. How about the Golden Belt provides 5 Gildar + 1 Gildar per level (or something similar for balance). Also, what about the Enchanted Backpack providing a random resource boost per turn? (This could be in the form of base amount + amount per level, balanced for each resource too.) It could be Gildar, Metal or Crystal (or even Mana), or if you're keen, maybe you could drag Horses and
No it's not new. It's been there for quite a long time.
When you load an autosave when you just finished a research item, loading that game brings up "No Research", which stays there until the turn that you remember.
It's great that Derek and Co are taking advice and ideas from considered threads like this. And I only initially read the first page! I hope Derek continues to read this thread, and other good threads like it.
Here's another fix by parrotmath that can be used by Stardock if desired. =)
Stardock could implement this as a bug fix. =) I know you have helped them before, actually quite recently!
Thanks for your considered reply, Heavenfall. Frogboy, remember how Civ4 gave access to AI and UI functions? There is no access to AI functions or deep UI access allowed so far in this series. A big part of the reason FFH2 was so big was because Firaxis had the courage to open up some deep internals to modders. You can have this courage too. [e digicons]:D[/e]
Yes, I think Medium and Heavy Armor Proficiencies is a good way of doing the armor proficiency thing. It allows a lot more tailoring and customising for balance.
Excellent! I just went for a trip to my old home-town for my uncle's 60th, and now I'm back and with internet again. Great to see the devs, and you especially Derek, the designer, for jumping in and taking well thought-out suggestions!
It's possible that either there was a hidden goodie hut (unlikely as you've checked) or one (or more) of the wildland monsters wandered quite far away from the wildland but killing them is still required to clear the wildland. :-(
Different wildlands have different rules for clearing. Some you need to clear all goodie huts. Some you just need to beat the boss. Sometimes you need to beat all the monsters, including the boss. Some I think you have to clear all goodie huts and defeat all monsters, but I'm not totally sure there are any in this category. And in Imperium, you only have to build a city on the 4/4 tile - although it probably wouldn't last very long without clearing the po