StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

Joined Member # 4149234
324 Posts 3,920 Replies 27,720 Reputation

I've still got a copy from my downloads folder (it goes back a while ;-)). Heavenfall, could you upload the file again so I can take this Dropbox link down? https://dl.dropbox.com/u/8710134/AfterTheWar1.10.zip PS: Did you really think that there wasn't at least one interested person who still had an old copy archived? =)

247 Replies 313,849 Views

The monster has to be type "Beast" to be capturable. Dragons and Drakes are type "Dragon" and maybe Slags are as well.

26 Replies 21,656 Views

The mechanism by where a unit gets more defense when it doesn't take an action should be explained in game, and please consider making all units in combat start with it on. Think about the pros and cons and then make up your mind. I personally think it would be better, but it's up to the devs. Definitely explain the Defend mechanic in-game though. =)

2 Replies 1,199 Views

This would add a little interest to the armies. My personal opinion is that it should just be at Level 10, but not every 10 levels, otherwise long-lived troops could be almost impossible to kill. Just enough to give regular troops a bit more flavor and a reward for lasting the first few levels.

3 Replies 3,186 Views

Mention Gatekeeper Traits in the Hiergamenon (and possibly Tutorial) by having "Unlocked Traits" and "Prerequisites" for Traits in Hiergamenon. And allow modders access so they can explain their own talent trees would be excellent (I know seanw3, Heavenfall and others would appreciate it). =)

0 Replies 567 Views

Devs, for 1.01: Please put the concepts of Regular Sovs/Champions dividing up base experience (except Henchmen/Sions), and non champion armies getting 1/2 base experience, both modified by +XP%. (And how they are affected by of +XP%). In the UI when you win a battle (like Kondej suggests) would be great, but otherwise a Game Concept in the Hiergamenon that is also referred to in the tutorial (and maybe the campaign). Better still, in Battle XP UI "and" Game Concepts

17 Replies 31,726 Views

I think that base experience is divided up by number of champions for a given amount of XP. I think creatures and troops only get a 1/2 of the base experience of the Champions. I think troops get the same as with 1 Champion if there are no Champions. Henchmen level up like Champions, and get XP based on base champion experience (and not troop experience) but they don't reduce the base champion experience at all like other Sovs/Champions do.

21 Replies 26,089 Views

I don't think that the AI on harder difficulties should rush the human. They get higher advantages that come out of nowhere, so I think the player should have the opportunity to work up to beat them. But has anyone beat the 1.00 AI/World on Insane difficulty, even with a superpowered build? I haven't heard of any.

130 Replies 124,072 Views

I don't think realist automatically goes with pessimist. I am a realistic optimist! [e digicons]:D[/e] [e digicons]|-)[/e] [e digicons]:sun:[/e] In other words, look forward to really good stuff happening, but not getting too worried if it doesn't happen all the time. =)

12 Replies 5,065 Views

Sean, what are your recommended settings for a first game of this mod, in "Where Are You?" and "Who Opposes You?"?

856 Replies 2,037,506 Views

Trainer bonuses apply to all units in the army, and they stack (which is why Henchmen can be so valuable - they can provide Trainer bonuses but they don't reduce experience like regular champions or Sov). Potential trait bonuses apply just to the trait owner. Guild Grocer is a variation of the new "Tough" ability you choose for your faction. AFAIK, you can have a global bonus of 30% maximum across your entire empire (so Tough and two Guild Grocers, or three Guild Grocers). &

21 Replies 26,089 Views