crystlshake

crystlshake

Joined Member # 4208214
0 Posts 148 Replies 516 Reputation

I like to customize units generally, it depends on my mood and why I'm playing (such as if I'm working on a tile design or something). It may be interesting to have lower defense armors provide other benefits (or have versions of them that do) so you don't end up with everyone in full plate other than when your strapped for cash. It would also have the benefit of armor slots not being only about increasing your defense stat. Any of the other stats could be just as viab

83 Replies 206,225 Views

Ugh, I hope things can some what stabalize (though Im dobtful). Keeping a roof overhead and food on the table can be tough already, rising taxes and a lack of pay increase for 8 or 9 years (even for cost of living) hasn't done any favors. Luckily right now I can get to work thru public transit or by foot. I couldn't afford a car even if I would feel comfortable/safe driving one. As long as it stays somewhat stable, and I can maintain my medication and employmen

114 Replies 287,121 Views

I think that one demon summoning spell that costs you a champion falls into that short term vs. long term thing your talking about (and there might have been anouther one as well).

17 Replies 7,885 Views

Depending how far into production they are on a given system or aspect of the game, and how much work a given suggestions would take to implement, they probably make a few lists of the ideas we have and put them on a schedule. My guess is that they are going to be more strict on following the development plan this time so once a certain point is reached some parts will be 'locked', and changes wont be allowed. Any thing they want to do after reaching that point would be pu

322 Replies 1,018,780 Views

I wouldn't mind unit orientation being important either (changing your orientation would have to be a free action during that units turn though) It would allow things like backstab, chance to counter attack, and strategic retreat vs. running away. Though being able to have spaces on the tactical map have strategic importance would be a higher priority. Accuracy, stat, and movement modifications would be great. On the bright side there are hints of this in some of t

5 Replies 8,552 Views

I like the morale implementation. Another thread talking about unit roles could work for solving some of these objectives. I would have the Eagles able to bypass grounded obstructions (such as the mentioned earth movement inhibitors). I would save the espionage for near the end of the list as it may require a greater amount of work to get the AI to be able to use it effectively. I really liked the wolf pack unit. The morale break ability makes it really interesting a

5 Replies 8,552 Views

I wouldn't mind some more styles of armor for both genders. Skimpy or not doesn't really matter to me. I fall into the abstract armor camp, where being able to make a distinct look for a unit/character is more important to me than realistic simulation. There is plenty of room for both. That way I can have my super-tank armor guys and my barely dressed barbarian hordes in the same game. There could be a stat adjustment where some of the def is lost but a d

244 Replies 868,384 Views

They'll probably put out something sometime this week. I'm sure they're following the conversation, but they may be more focused on working on the game or discussing some of our suggestions. I suppose it largely depends on what part of the development cycle they are on. There was a lull before this update as well, I'm sure we are all excited to hear the next bit of info they drop for us, but as difficult as it can be, we'll have to be patient. There

322 Replies 1,018,780 Views

For Storm, I'd like a variant (cheaper cost or another spell entirely) that can hit your own units as well (perhaps less chance for your units or based on stats or something-can be resisted) and does better damage or has a lower cost to compensate. I like having stuff that affects everyone equally on the surface, but you can prep your guys to make it still in your favor.(such as a smaller force against a larger one would have a higher likely hood of being struck)

3 Replies 4,438 Views

For the factions, you could see about contributing to the UDF mod in the mod forum. Some of the other issues might be addressable thru the other mods offered. Otherwise you'll probably have to wait for FE or anouther update. The nautical part of the game will probably be on hold until they can get it working better (with pathing, and water combat and such), as it was pretty poor last time I tried using it. I distinctly remember the auto-explore not working well and hav

5 Replies 5,773 Views

What happens if you get cursed and your playing an Empire though (cursed by anouther empire)? It might work better to have life and death schools each have a generic ritual/enchant that they can cast on their unit either to clear (have a chance to clear) the effect in one shot, or apply a buff which allows the unit to attempt to resist with better sucess (or chance to resist if the ailment doesnt get a resist check each turn. Say the life version clears it by making the unit healt

3 Replies 4,438 Views

I think a map generator would help but I do like having the option to play with handmade maps as well. I think a random map option should first do a roll to see if it generates one or pulls a premade map. As far as unit custimization goes, I think that the Trait system they will be implementing will help a lot with that. I wouldn't mind a unit editor though (preferably with a check box for empire/kingdom and perhaps one for faction. I think the empire can make

322 Replies 1,018,780 Views
Reply to [1.4 Quests] in WOM Ideas

I wouldn't mind the other factions completing some quests and being notified of important/high visability ones. I'm guessing it could be pretty difficult to implement the if/or type situations though. The first idea could be simulated by npc sovs getting the bonuses- whether it would actually work thru them, or there would be a success/ fail ratio to determine the result of the venture would probably come down to the amount of processing power and game assets would be us

1 Replies 2,521 Views

I'd probably start it at one turn and see if it needs adjustment (it would kind of depend on the average distance a threat is at in relation to the city). Alternatively it could be a 'cumulative' type, where each turn duration has a set amount of defect (say like 10% more mana for spells and stats reduced by 10% per tic) so that the defect lessens each turn but is greatest after a teleport. This could work as a pseudo cooldown mechanic, as if you teleport while debuffe

8 Replies 8,714 Views

For element related ailments: Burn (fire) -afflicted unit takes more damage (easier to crit them and/or lowered defense) until cured/end of battle/ or resist Poison (poison)- afflicted unit takes damage each turn until resisted (or x turns for more of a sickness thing), cured or end of battle Stun (earth)- afflicted unit losses a turn (and cant counter attack, attack or move), may be resisted (shorter duration than others usually only 1 turn but shuts down their option

322 Replies 1,018,780 Views

Some kind of cool down and a debuff for disorientation or something could help. Or the debuff/bad effects such as damage could happen at random. So you might be able to get back to protect your city, but might not be in good enough shape to do it as well.

14 Replies 7,909 Views

I agree that this would work, though I have no idea how difficult it would be to implement. Its a pretty useful system for the DM though- it makes running a battle and keeping it from devolving into a rush kill situation (it helps that 4th edition is more closely tied to a map vs. previous editions) much simpler. It also gives you some insight into monster behavior and design by using the role as a rough template. After all, a brute behaves much differently than a controler.

5 Replies 6,786 Views

I like the hurricane and wind storm spells, they could really change the way a battle runs. Combo's really well with the Wind shield. They would work really well for a melee focused infantry, and depending on cost for casting and sustaining could feature as a pivotal part of a war strategy.

8 Replies 8,714 Views

They have been doing memory use improvements in the patches. It might also be a change to the base code for FE that will improve performance that can't be done with a patch to WoM. Im not really very familiar with memory usage other than a J++ or C++ project I coded in college that had a memory leak that froze the pc after so many turns (it was working with putting images to a staging area and refreshing the screen to match it). My guess is that there may be some coding

41 Replies 26,004 Views

Personally I've never played MoM. The angle I was interested in was the 'fantasy civ type game', since I liked the fantasy mods for civ4 (and had enjoyed some gal civ by the time I purchaed WoM). On the same note- I had purchased Gal Civ2 because I liked the space retool on civ4. The aspect that I like the most (in both games) is the ability to customize your units and factions, even if I don't mess with it all the time. For example on Gal Civ2 I create

322 Replies 1,018,780 Views

Id like to see a some spells/abilities that involve moving the unit hit and/or the unit using it. Disgaea had this and it opened up some interesting situations since you were able to target friends of foes with all of your attacks (though the effect of the attack being damage was usually targeted at enemies). For example there is a 'cut thru' type attack with a sword equiped that has an attack zone three spaces long and one wide in the direction of your choice, with a 4th

322 Replies 1,018,780 Views

For the healing one you could have it do 1+1% or whatever so it would always do some healing. If it doesnt keep track of partial numbers the 1% would be 1 HP of 100 total. You could test it by bumping it up to 25% and then adjust it down from there to 5% or 10% (which would be a 1:10 ratio). (Im just going off of the forum posts as I haven't gotten it downloaded to my pc yet)

263 Replies 571,551 Views

I haven't messed with monster files before, but if it can be done with adjustments to the base xml file a guide pointing out the key parts of the file to get a given effect (like range of values for scale) would work just as well. A graphic user interface would make monster customization easier on the average user but is something that I would put as low priority. I think one of the mods has some new monsters in it- and I know heavenfall has created/ or is working on some custom uni

4 Replies 6,165 Views

I figure about 3 hits with a longsword against an unarmored opponent (without criticals) is about right. With champions and other units adjusted acordingly with more like midboss to boss level hp (probably x2 or so), or special cases that are equivalent or more fragile than the base unit but much stronger or have a really good ability to make up for it. If you compare the spell damage to the weapon damage it should be in the same range generally except where you wan

322 Replies 1,018,780 Views