Totally agree, Wizard1200. [e digicons]k1[/e] Devs, how about reinstating the friendly territory bonus?
StevenRLynchAbundanceThatIAM
Especially the Tech traits that mostly only give one early tech and nothing else. What are your suggestions for boosting the weak faction traits? Also, see this thread .
Also see https://forums.elementalgame.com/433595/get;3247374 for a way to encourage high essence cities to become Fortresses.
Changed thread title to separate the two suggestions.
Wow, you stayed up pretty late, Frogboy! I hope you have a good sleep. =)
I like where you're going with the extra city defenders - however they need some more armor for them to be anything more than more grist for the mill.
Stardock, is it possible for Sions and Henchmen to gain traits for any starting level above 1? I only suggested the L1 thing because I thought it might be too hard mechanics wise to give level-ups to certain hero-type units after training of them is completed. But I would prefer them getting traits from Level 2 to Level 4 or whatever Level a Fortress can get them up to (maybe L5 with that underused Warrior Caste Trait).
I agree with Kobracan. Either make a level between Challenging and Hard for the better AI without bonuses or cheats, or add the AI tweaks to Challenging.
Are you playing a mod with the core abilities renamed or changed in functionality? That can cause permanent headlessness to sovs created with different rules. =)
Thoughts?
Thoughts?
I think this is important.
Credit where it's due. =)
Yes, I have been putting ideas, both from other people and myself, in their own threads to highlight them so the devs are more likely to take notice.
If Bandit Lord is going to be in the game, it's better if it makes sense, is interesting and helps out more than just at the start of the game. Though I understand where you're coming from. ;-)
In the 0.984 changelog post, starting here and on the next page here .
Stardock, do you want to take on any of these ideas?
Or if they kill any unit, they could get a "Loot Materials" ability IMMEDIATELY on finishing off an enemy unit (ie. at that point in the battle)? A bit like the Loot feature of one of the Bandit-types (Pirate I think) in King's Bounty. And it would be a good little meta-game to try and organise a Bandit stack to finish off a low-health unit. =) Either that or they would get a low strength or damaged version of a weapon or armor piece that the dead unit had (maybe only
Those are quite good ideas. =) Should the summoned bandits have an upkeep cost in gildar? I don't think they should be limited to 1 Bandit though (they could work like the Skath Egg, which creates a new unit in your army). How about humanoid units (except Sovs, Champs and Henches) that are killed by bandits come back as bandits (like the bandits saying "Join us or else")? It wouldn't be like the splitting creatures, they would create a new bandit unit with th
Maybe Upgradeable Bandits if you can encompass a Bandit Lair in your territory. I don't know, it may be worth making Bandits a unique unit, instead of a basic low armor soldier with few hit points and Throwing Knives. Maybe they could knock weapons out of opponents hands, leaving them to have a turn without a weapon/lose a turn until the other unit picks it up?
Even if you don't do anything else more extravagant with wonders, charging 100 Influence will prevent players just putting something in a queue to deny it to other players. It would also give more of a chance for the player to build Wonders on higher difficulties (providing the AI doesn't get heaps of bonus influence).
Edited title with suggestion and a few other things.
See GFireflyE's excellent and simple suggestion here .
I like these ideas GFireflyE. =) [e digicons]k1[/e]