I would really suggest against making far-flung conclusions without considering the entirety of the game's systems. Not all factions are designed like Ythril. Is Ythril powerful at yielding large, well armed armies? Yes. Does that mean because you played strategically and built up some nice cities with high production that they need to somehow nerf production? Absolutely not. Consider both Tarth and Kraxis who have unrest penalties (+10% and +5% r
mqpiffle
[quote who="MadMagnus" reply="68" id="3337947"] I think all +experience game stuff should generally be removed,[/quote] I wouldn't have a problem with a +EXP sov creation trait, or if a few champions started with it. But I agree these don't belong in the skill trees, at least not 'alone': if they were paired up with other significant abilities I might be ok with it.
Derek mentioned once per week unless: it's a fixing a critical flaw the fix will potentially cause more bugs than it fixes The last patch came on Tuesday 3/26 I believe, so there you go.
[quote who="Trojasmic" reply="20" id="3337172"]1. I wish the UI were moddable... in fact, I wish it were skinnable. I think this game would lend itself really well to UI skinning (think StarCraft). I wish each faction would have had its own skinned interfaced. That would have been cool. If it were too much work, SD could have just made two skins - kingdom and empire and then opened it up to the community to create other skins.[/quote] I'm pretty sure you can do this if you buy SD&
Idk, I think defenders are pretty cool just being tanks, and having some nice defensive abilities. The Rescue ability is pretty awesome.
[quote who="StevenAus" reply="26" id="3337092"] For the Commander line, how about a Campaigner skill that provides a global unrest reduction that stacks over three levels (which I think is the direction being taken for skills previously having five levels) and also provides a once-off gildar injection for each level. The numbers would need to be balanced, but my idea post is here. I don't think Elemental, FE or LH is particularly about heroes sitting in a city getting ex
bump^ If this is WAD then please change the description to +200% bonus instead of double.
Pack Tactics and Urxen Blood are still bugged. Please change the description to +200% swarm bonus, or change the Value to 1 for a +100% bonus.
[quote who="SBFMadDjinn" reply="2" id="3336920"] Hey hey! This is an expansion... [/quote] Eh..what? But seriously, now that we have a new hero system maybe we can see Kul and Mancer dude - and their factions - back in the game as default options.
Modding during a beta = insane modder.
[quote who="Praylak" reply="3" id="3336935"]tard[/quote] We prefer "re-re" thank you very much.
[quote]Added the Expert Spearman warrior ability (+25% Attack when Impaling)[/quote] Good show, lads. Good show, indeed.
Archers need love too!!
I'm ok with everything except #2.
SD went the wrong way with unit upgrades: instead of making the upgrade paths more specialized (one-handed swords upgrade to other one-handed swords, etc) they neutered the entire system. Now it's pointless to make units upgradeable at all.
[quote who="Beric01" reply="4" id="3336273"] Wolves are OP. Or at least they shouldn't be classified as "weak". Huge movement points, initiative, and attack. They'll wipe clean a "medium" strength army of mine no problem.[/quote] The problem with wolves is that the swarm bonus they receive is bugged.
[quote who="abob101" reply="3" id="3336268"]I agree it would be much better to be able to choose "Enchantments I", "Summoning I, II", etc which then unclocks additional spells in your element(s). That'd be much neater.[/quote] The nice thing about Spell Defs is that they have AND prereqs, so this type of thing can easily be done.
[quote who="CogBurn" reply="101" id="3335903"] Quoting parrottmath, reply 83Here is an outpost suggestion: The upgrades for the outpost should be done at a per city basis. That is to say if you upgrade your outposts to be wardens, then every outpost connected to that city will get the wardens upgrade as well as the city itself. Similar to all other effects and would be built once at the city and upgrade all outposts as such, even new outposts will get the supplies of th
[e digicons]:thumbsdown:[/e] Not a fan of the two queue thing.
bump^ Still bugged in .51
[quote who="Trojasmic" reply="5" id="3335630"] You don't find it annoying when you put up something for trade and its perceived value is 200 so you hit the "50" gildar button 4 times only to find out you're now 200 gildar over so now you have to hit the "-50" gildar button twice to even it out?[/quote] Not really.
The best counter to swarm is dodge and defense, because swarm adds accuracy and attack. Also use shield bash to break the swarm line. I think the mechanic is fine as is, it might just need to be fine-tuned a bit. Also, a floating UI element showing that the unit is receiving a swarm bonus might be nice.
[quote who="Wizard1200" reply="5" id="3335520"] Destiny's Insight (+ 25 xp) should cost 2 fame instead of 200 mana and Destiny's Gift (+ 1 attack, + 1 initiative or + 3 hit points) should cost 5 fame instead of 150 mana.[/quote] I like the idea but the fame numbers a way low. The question is: if I cross a hero Fame threshold, then spend Fame, and then recross the threshold, will more heroes show up?
I tried modding the warrior traits earlier and it was extremely wonky. Even using the old FE workarounds didn't cut it. I'm now simply changing the core file to get where I want to go.
I don't think the perceived value is a Gildar value. It's just an abstract diplo value. Look at the UI, next to Perceived Value, it says nothing about it using Gildar as a standard. So some factions may value the various resources such as Gildar higher or lower.