Well done on LH! Awesome! Really evolving to the game we all want. The field medic skill of the defender oddly heals ZERO HP. It says this as well on the skill in tactical. Cheers!
CHiZZoPs
https://dl.dropbox.com/u/8947534/debug.err
Take me to the river, Froggy, take a me to the water.
Perhaps this slider could also adjust the size of lair zones of control, assuming the game devs have read the suggestions about this and are planning on implementing it (PLEASE!!!).
Adding a skill /trait to every creature and unit that determines how many figures in a unit can be attacked is what I proposed in another thread. Adding this stat to all units across the board would enable this depth. A warrior champion only attacks one figure in a stack at a time until he upgrades thay skill to enable him to attack more. Badass monsters have an inherently higher skill. Magic spells would also have this, so like the OP said, a fireball would devast
+1 to improving the spell system. All of these ideas are great. I miss the random element of the spells you can get in a given game, ala MOM. Spell rarity, etc. Because shards are rare, they need to improve spells much more than they do, like as a multiplier. Spells need to scale with level. Every spell needs to be useful and scale. Courage, for example, is useless later in the game. Replayability will greatly depend on the number of spellcaster builds and variety of spell
Yes! This please! Also, make open borders a separate treaty!
In addition, we need to separate the non-aggression pact with an open borders treaty. Just because I dont want war doesnt mean I want to open my borders to them!
Settlements and champions need to become increasingly divergent and specialized as they level up. In addition to choosing buildings and traits, each level should bring bonuses and or penalties that further this specialization. Fortresses need more level-by-level increase to what they are designed to do, for example. Champions such as a mage should gain spell school or summoning increases in addition to the random perks. Assassins could get more crit damage and chan
I think that each class should get their main skill automatically uphraded on level-up in addition to the random perks you choose from. For example, a mage gains a rank in a school of magic every level. A defender gains ZOC and/or defense. A warrior gains +1 to the number of figures in a unit he can attack each turn (see my post about this). An assassin gains crit chance and multiplier. A governor gains %a bonuses to production, food, gildar when postes in a city. This way, the classes contin
To clarify my OP, I intended this to be a skill or trait that all creatures would have. Most ordinary mobs would only have a base skill of 1, meaning they could only damage one figure in a unit at a time. Packs of mobs, such as a pack of wolves, mites, and other grouped creatures would be able to damage more than one unit because each figure in the unit could damage 1. Stronger mobs such as ogres, dragons, golems and the like would naturally have a higher rating in this skill, so they could d
2. A combination of population requurements in a city to control a given number of outposts, a maintenance cost fir new settlements, and a ZOC for monster dens, pioneer spam would be solved and depth of play and strategy would be much greater. 7. This is a great idea. If the three turn minimum for buildings is to stay, that excess production should transfer to the next item in the queue or be turned into gildar.
This is a thoughtful idea and I think it would work, but I fear it would take too much work to change and be too complicated for Noobs.
Right. No matter how much damage a champion does, they can only kill one figure in a unit at a time unless they have a skill, item, or spell that increases the number of figures that can be attacked per turn.
+1!! ZOC is the answer.
In order to balance and make more realistic battles between single units and the units consisting ofmultiple creatures such as wolf packs and militias, please consider and discuss something like this: Add a skill/trait that determines how many creatures within a unit can be attacked per turn. For a warrior champion, this skill would logically be a valuable one to pick on level up. Mobs such as dragons could attack many more than say a single wolf. A mage class would not get to increase this s
+1 karma, friend. That is an excellent idea regarding monster ZOC. Coupled with my suggestions, I think we have a simple and depth -adding solution to pioneer spam!I sure hope Kael is reading this thread.
Again, city spam would be mitigated by an upkeep for new settlements. If it puts you in the red to make three cities right off the bat, it wouldn't be viable. This also makes population more important in order to increase revenue.
No, rather than a build cost of population, I'm saying that in order to build and operate an outpost a city needs to have 50 population for each outpost that the city controls.
Love the idea of making the city levels much more to dramatic as to the bonuses they provide and the type of settlement it is. The differences really need to be more dramatic, and this also makes population more relevant via the leveling system. As to pioneer spam, this is my idea: Outposts require 50 population to build. This way, outposts cannot be rushed. A town with 200 population can manage 4 outposts. If the population drops, control of outposts are lost the reverse order
Wow!!!! That's it!!! Require a city to have x population for each outpost. Spam solved! If you drop beloe the requirements, you lose control of the last outpost(s) built. For example, if each outpost required 50 population, it would take a more reasonable amount of time to spread out. Add to this a more costly start to cities (it takes longer for them to get out if the red), and both city and outpost spam would be alleviated.
Here's the scenario: I cast heal on a hero, which should heal them 12 points. However, they only are healed 8 points. Why is this? Is it a randomly-rolled number, with 12 the max, or is their spell resistance somehow decreasing the amount they are healed? Also, please increase life shard's boost on the heal spell. Otherwise, it becomes quickly useless as the game goes on.
Shards and spells: Shards need to improve spells by a much greater degree. The spells that do currently exist are a good range of different spells. However, most spells hardly gain any bonus from having a shard. In fact, aside from the increased mana income, they are otherwise nearly useless. Make the effects of shards much more important by greatly increasing the boost that a shard provides to spells. For example, the courage and heal spells. Neither of these spells are useful as the
If you drag a building/troop to the first spot in the queue, the rush cost for that item is the same as whatever was there before. For example, if you have something that will be completed in only 1 turn, and then you drag a building over that will take 10 turns, it still only costs the price for the 1-turn building to rush. Cheers!
So Magnar started off giving me (Pariden) Gildar tributes and was all nice, so I accepted their non-aggression pact. They are now spreading like a cancer across the map, and are about to send pioneers through my territory, heading towards the only direction I can now expand. I want to cancel the non-aggression pact before they enter my territory to prevent this. I can't seem to do this in the diplomacy, however. Is it possible, or must I wait for it to expire? The declare war option is al