I don't want to change the public pool that much, but as it is, personally i end up using the same few traits in unit construction and i find it quite dull. + 20 capacity +10 capacity +1 attack +2 initiave on ocaasion i put in charge. other than that, it's all kinda meh sure you can build a tank with +1 hp pr level plus the armour boosting traits, but... meh i just don't find very many possiblities to be worthw
Glowing_Ember
There are some ways the game could take away some of its free form utility in order to give better choices to players. One thing that's been bothering me is the three slots for unit skills. I'd like to suggest that these three skills be divided into 1 faction skill, 1 defensive skill and 1 offensive skill or 1 faction skill, 1 defensive or offensive skill and 1 utility skill. this way every faction could have acces to a unique list of skills
I love the new way that outposts are captured rather than destroyed. However the system feels like an inferior version of the gal civ2 starbase system. The most eye twitching factor of this is the growth bonus which is infinitely abuseable. There should be alimit on how many upgrades an outpost should have and on how many upgrades a settlement can support for example: conclave: 2 the introvert settlement fortress: 4 the fortress needs to hav
It would be nice if you could see what the fertile tiles are before you decide if your going to raze a town or not, I never know if i would be better off with a tile location a few over from where the ai built its town. Depends on how much i want to deal with the unrest for occupation. Towns get a really nice bonus from essence now, do any towns get a different kind of bonus from not having essence ?
perhaps there was confusion over what they wanted the speel to be: cheap, plentiful or effective.
I thought it was really funny. After i found it i kept expecting to find a laser gun or something. :P
It's not that it's a terrible ability. I like it. It might be a better ability for tarth to start with, but i find the number of turns it takes to cast the spell makes my eyes twitch. I don't like standing around while ppl hit me.
"mark" was not just snuck in, i have seen it fairly consistently about every 3 or 4 games i play for several weeks now.
wait wait wait wait. Essence is beer. Beer is made from grain. Materials are added to grain to make beer. So essence is derived from a multiplier of beer x materials So town location would be: 4 grain, 2 materials, 8 essence. Hmmm
Its an unfortunate side effect of all the nerfing that ranged damage has been dealt over the course of the beta. Sort of funny too since part of the problem is that the ai has been designing strange unit composition.
Its a joke item you can sell for the money. I assume its an inside joke to one of the devs.
i would imagine those are multithread oddities rather than multiplayer oddites tuidjy....
yes, its a poorly worded cumulative -1 penalty to hp.
That Derek. He's such a holdout.
essence used to be for magic and reclaiming the land plus empowering your heroes early on in war of magic. Perhaps that offers some clue, however it really could be used as any sort of magical resource. I picture th eway they use materials for construcion speed, and grain for population growth. I suspect that essence would continue this trend and work towards expanding your zone of influence, the regeneration of the land and affect your magical resources in some manner. </
I am only thinking of balancing the bigger damage and hit point potential of a larger unit versus the bonus a smaller unit get for leveling, which is only accuracy and hit points, mayby some spell resistance for equivalently equipped troops.
Kalin, that is a wonderful summary. Thank you very much. If no one likes the idea as put forward by Kalin, can you please put forward another idea. Let the ideas be like flies, be fruitfull and multiply. Seriously, i can think of so many ways to improve faction differentiation based on the idea of small groups for more traits combined with bigger groups leading to slower xp. It really seems a win win.
I can't wait to see the axman, or axwoman...
By all means i would like to see some traits only available to small units sizes, and some traits available only to large unit sizes, as well as faction only traits. In addition to this, it would be neat if smaller unit sizes got xp faster than large unit sizes. I think with some rules like this you could make some really unique things in this game happen.
I'm going to try to reapply the update because i'm still getting the splash damage problem and its really frustrating me. Its really harsj as resoln with my no armour
I told the bandit archer to be more carefull in his target practice.....
i think this is a really important point and would help to balance the game. It would also be nice to have some traits for small units that would be used later in the game.
What about making tarth's units and cities invisible to regular monsters but not invisible to monsters that spawn from the wildlands ? edit: or invisible to lower level monster but make them visible to the stronger monster, shrill lorrds etc ?
Big thumbs up to the improve a building option - that will have a dramatic impact on the game and will allow more meaningful choices as to how to specialize a city - for example: do i want to upgrade my lumbermill to improve material production or gold production or weapon production building time
I agree with you kalin, and i was just trying to suggest something that encourages potg heroes to walk around and do stuff. I've been palying around with the henchman a bit and picking up prestige is so simple it makes the game boring. i kind laugh myself silly looking at 50+ prestige for my kingdom.... now only if the quests didn't bug out and stop working....