mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

[quote who="halmal242" reply="84" id="3343203"] I think this is a good thing for the game as it limits gimmicking units based upon the encumbrance system that used to be. This is also a great way to be able to limit a unit to a specific armor type, archers using only leather or chin and not auto upgrading to plate. This is a really good thing as it opens up a tremendous amount of mod-ability and I am ecstatic over this. This opens up the a

139 Replies 443,194 Views

I understand the first instinct of a designer is to just cut a mechanic that doesn't work out as envisioned, but I had thought the encumbrance overhaul should have gone the other way, by making it deeper and cutting the unnecessary base initiative bonuses from weapons. By release the game is going to be a console friendly strategy-and-rpg lite. Not good.

139 Replies 443,194 Views

[quote who="FuzzyGold" reply="61" id="3343081"]#1 Have a switch that turns road building on|off so that we don't have to do move+click multiple times.[/quote] Sorry, I don't understand what you're asking for here...?

104 Replies 414,253 Views

[quote]Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.[/quote] ...

139 Replies 443,194 Views

[quote who="GFireflyE" reply="3" id="3342854"] However, I do agree that the swarm mechnanic does need to be a little more complex, including a counter-swarm penalty to the attributed bonus. Thus, if you have 4 troops providing swarm and the opponent has 3 providing swarm, you would only net 1 to swarm. This would REALLY push you to break enemy lines to achieve that swarm attack mechanic. [/quote] I don't see how this could po

32 Replies 37,666 Views

To me this issue is not about 'min/max', but rather 'what complements my empire best at this point in the game?' Supposedly choosing a hero is a big decision. I should be able to interview the potential candidates and go through a full screening process before making a decision. Hiding the details just makes the decision a stab in the dark, rather than an informed decision. AFAIK, strategy games are all about informed decisions.

22 Replies 46,181 Views

[quote who="ampoliros5" reply="7" id="3342594"]The devs need to change the XP split to start after 2 heroes and also change the XP nerf to be not quite as nerfed.[/quote] No they don't. Based on what? IMO hero level-up traits need to be buffed. Each trait should be far superior than the current meager traits we get (even the new Warrior traits are still blah.) The XP split among heroes in the same group is just fine. I'm not againt traits (cre

16 Replies 22,449 Views

[quote who="parrottmath" reply="6" id="3342694"] Quoting mqpiffle, reply 5 There should definitely be more caster specific weapons included in the base game. I would love to see wands, a 0 attack high-initiative weapon that would be used by pure spell-casters. Draw the icon and the pictures and I'll put it in the game as a mod [/quote] Trust me, I've been thinking about including this in RotM for a while now.

7 Replies 9,136 Views

There should definitely be more caster specific weapons included in the base game. I would love to see wands, a 0 attack high-initiative weapon that would be used by pure spell-casters.

7 Replies 9,136 Views

[quote who="parrottmath" reply="48" id="3342165"]I think you should add the 'muggle' achievement to steam... win the game without losing or using any mana. Or something along those lines I think that would be a feat within itself...[/quote] I like it. Just do not call it muggle. [e digicons]x_x[/e] [e digicons]:grin:[/e]

139 Replies 443,194 Views