Glazunov1

Glazunov1

Joined Member # 4194303
85 Posts 1,589 Replies 24,096 Reputation

My opinions come very near those of Heavenfall's. The game mechanics are very solid. The presentation is imaginative. It all holds together well, and the strategy and RPG elements don't fight one another. I look forward to getting my hands on your modding tools. I think one important thing to still include would be a pass-not gate to the AIs. Either a non-aggression pack that also means no trespassing at all, or an auto-notification when it's

195 Replies 784,568 Views

Seems to be the case. How do you feel about the nerfing, on different levels of difficulty?

1 Replies 1,687 Views

[quote] First 3 tiers of Death Magic have no offensive spells. Player's wanting to start the game off with a death-magic focused sovereign might have a hard time early in the game due to the fact that the death magic school has no directly offensive spells for the first 3 tiers. Anything would be better than nothing and would allow us to

17 Replies 16,337 Views

[quote who="Kongdej" reply="24" id="3237867"] I have been thinking about this a lot actually, and really hope they put the 3 traits into 2 traits that combined give +4 initiative and immune to prone, alone the first should give +2 initiative, the second should just give +2 initiative and immune to prone (Ok that is basically AXING "Quick" and keeping "Fast" and whatever the 3rd ones named). Thats my opinion anyways. Sincerely ~ Kongdej[/quote] Wel

26 Replies 10,048 Views

This is too much like the old SCTV skit Vikings and Beekeepers: http://www.youtube.com/watch?v=s4B_PY2vveQ

9 Replies 2,833 Views

[quote]Added lots of new early game common items so there is a greater variety of stuff to find, Trog Blood, Quendar Wine, Bottled Fire, Recall Scroll, Wellspring Scroll, Despair scroll, Dark Candle, Enchanted Collar, Fireball Scroll, Pariden Wine, Ironeer Ale, Prismatic Potion, Curse Scroll, Rusty Helmet, Rusty Curiass, Rusty Greaves, Rusty Vambraces and Rusty Boots.[/quote] Nice. Just got my first enchanted collar and Pariden (not Quendar) wine. Can't

159 Replies 301,937 Views

[quote who="NaytchSG" reply="23" id="3237704"]It is up! Yay! [e digicons]:')[/e] [/quote] Hush. We're too busy arguing nonsense.

28 Replies 33,806 Views

[quote who="Gaunathor" reply="12" id="3235165"] Quoting Glazunov1, reply 11Actually, you can. In use, by Wilding Shamans. Just because we can't get it, doesn't mean it isn't in use. I meant, that you can't expect to find the Staff of Furnace every game. Quoting Glazunov1, reply 11And it's being shot off every three turns. I know. The five turns were meant in the case of a proposed casting time of two turns. I thought, that was clear. [/quote]

14 Replies 10,107 Views

Good catch. But as Paradox hasn't made any of its games Open Source, I can't see them doing it to Majesty. You could always ask them, however. Best of luck.

5 Replies 38,349 Views

[quote who="seanw3" reply="19" id="3237688"]And since we are discussing it, when are we going to switch to the galactic year? Having time be based on our planet's rotation is so archaic.[/quote] Not to mention, small-minded.

28 Replies 33,806 Views

[quote who="GFireflyE" reply="19" id="3237610"] Maybe haste just has to be nurfed to: +1 init +1 init/air shard Thus, casting haste with 0 air shards is equivelant to the quickness feat. Both are desireable. If you have 4-5 shards, your in the +5 range. Still good, but not +16 good. [/quote] I like the idea.

26 Replies 10,048 Views

My opinion is to hire a good lawyer. Brad can correct me if I'm wrong, but I think it's Ubisoft that holds the rights to nearly all the old Microprose titles, including the original Majesty. (Obviously not the Civ titles, because Meier got that written out of the deal when the company's assets were sold.) The current license holder sadly is not keen on words like "sharing," and "community," and I think the phrase "Open Source" isn't even in their language.</p

5 Replies 38,349 Views

[quote who="Frogboy" reply="3" id="3234040"]Am I not playing right or does every attack use mana? One thing I like in Diablo is that they have a wimpy attack that uses no mana and then the good attack which does.[/quote] If you've got skills that must be activated to use, they're mana-based. And if you right-click to attack, you'll use these skills. Left-click, instead. That just uses your default attack with current weapons, plu

10 Replies 31,861 Views

While spells are listed in the Hiergamenon, there's no mention of the specific spellbooks they belong to, or what level they appear at. Would be nice to sort the list by book and level, too. As we're in the polishing/bugfixing/balancing stage of the beta, this would seem an appropriate time to add such things. Make life a bit easier for veteran testers, make life a whole lot easier for newcomers when they get the title.

0 Replies 1,092 Views

[quote who="UmbralAngel" reply="16" id="3237155"]The real power of improving your initiative is passing the threshold of double your opponent's initiative. Once you move twice every time time the enemy moves once you can kite, you can alternate between attacking and defending, there are lots of tactical opportunities. In general, going into a battle with 24 initiative instead of 22 is worthless though, you need to add in a weapon of +4 init, a warg, and a hast

26 Replies 10,048 Views

If Haste becomes more expensive or achieves less, then Quickness and its young kin become more attractive, to my way of thinking. I also wonder whether mounts aren't overpowered in the Initiative department.

26 Replies 10,048 Views

Does anyone else think that getting a +1 to Initiative for a single champion is about as useful a trait as providing a beard trim? Is there any conceivable reason to take this trait, given the far better value of most others? We really need a hard look at traits in general, especially the experience-grabbing ones, but +1 Initiative leaves me with the feeling that it's the least helpful of them all.

26 Replies 10,048 Views

[quote who="Monzter9952" reply="38" id="3236544"] I agree with this. It sucks. In my most recent game, i got my first expasion city, and it got destoryed a turn later by a monster mob.[/quote] One turn? But what were you doing dropping a city so close to a mob? I think you'll agree, it sounds at least on the surface as though you hadn't thoroughly explored the area, first.

50 Replies 128,102 Views

[quote who="yuffiekasiragi" reply="33" id="3235794"]I agree with the OP, especially as it seems contradictionary to the design of Heroes: Those are basically immortal (thus forgiving "mistakes" easily" while Cities are not just razed in 0 turns, but the land turned uselesse as well (thus not forgiving anything at all - you cant even rebuild the city, as if losing your whole production would'nt be bad enough...)[/quote] Agreed. This is a game where expansion is

50 Replies 128,102 Views

I've seen the effect of such a city destruction range much too wide. Even if the salted earth effect is one Stardock wants, I'd like to see it narrowed--or a spell somewhere around Earth 3 that allows the player/AI to reinvigorate destroyed fertility (and only on barren land created by a destroyed city). Either that, or remove the barren condition within 6-8 seasons.

50 Replies 128,102 Views

[quote who="Gaunathor" reply="6" id="3234458"]The only way for the player to get Coal Stones is the Staff of Furnance, as far as I know, and like I sayed before, you can't expect to find it each game.[/quote] Actually, you can. In use, by Wilding Shamans. Just because we can't get it, doesn't mean it isn't in use. ;) And it's being shot off every three turns. I took my level 2 sovereign, warrior champion, and

14 Replies 10,107 Views