[quote who="GFireflyE" reply="24" id="3249318"]I also agree with his 'Diplomacy' comment. In an RPG world, there should be interactions galore!! Stealing princesses and rescuing them. Revolts from a city as a new hero gets just a little too full of himself. Trades. Treaties. Backstabs. Plot. Plot. Plot. Granted, there is backstory to each of the factions...but HOW does that effect the gameplay?? It should be seen and felt; ie different quests and storylines existing for different fact
mqpiffle
Wildings inhabit the Lombard Desert. You can tell if a unit is a Wildland inhabitant if it has a green top bar on it's tool tip.
Definitely requires some dev-time then.
This would be super-awesome, but definitely a post-release type change.
I also have wondered if flying units are affected by roads - that would be silly.
Have you ever tried to carry a stick? It takes a lot of training.
Apparently they made these spells level 1 (Earth Adept) for a reason. I would prefer they made these spells level 3 and keep the 50 mana cost, but that is not their design goal I guess.
It's coming. (in a mod, anyway)
This affects where and how often it spawns (i assume) and how the AI interacts with it. And how many unsuspecting players will walk into one. These guys should be classified at least as Medium, unless the Weak rating is part of their magic (which would be awesome!)
Sean, I agree with absolutely everything in your post but this: [quote who="seanw3" reply="247" id="3249123"]Let's make Path of the Mage do +5% spell damage per level.[/quote] I had thought about this for my mod, but I still feel like any time you give a mage damage with no cost you throw the balance out of whack. How about this: Path of the Mage: +25 Spell Resist, +35 Spell Mastery, -20 Weight Capacity Evoker traits: +X% spell damage, +X/2% s
I agree with Xia on all points. +1 pony for you!
I applaud the changes they have made to the spells. I still think Path of the Mage is a bit off course and out of whack at +50% damage and -25% mana cost. I would change it to focus on spell resist and spell mastery bonuses (this changes the primary focus of the mage from damage dealing to utility), and let the follow-up traits specialize in damage and mana cost bonuses, as well as other things.
[quote who="seanw3" reply="226" id="3248885"]Magical damage power should ... snip [/quote] I don't understand what your post means. Path of the Mage already makes Spell Cost 25% cheaper AND damage 50% stronger right from level 4. This is an approach I cannot abide. And we can't prevent crits on spells because ranged attacks and special abilities are spells (essentially.)
[quote] get on with it[/quote] [video]http://www.youtube.com/watch?v=dEtm_Q2LK9g&NR=1&feature=endscreen[/video]
Giving garrisons a full suit of armor is a really bad idea. Maybe just the breastplate? BTW: I think all of this armor and militia nonsense is a condition of the Warfare tech tree being terribly thought out.
Attack and defense don't affect each other in a one-to-one fashion. And there are also many other factors you are not taking into consideration.
Not playing on dense resources. The weird thing is those bees showed up out of nowhere.
I'm just going to answer your subject question. No.
The tile Markin is standing on and the tile immediately south both changed values when I ended the first turn. Both gained 1 food. After I moved one square, look what showed up. Debug.err
I suggest that when trading consumable items in the trade screen, there should be a working button for Trade & Use, just like there is a button for Trade & Equip.
No...the slaves are not overpowered. The AI is weak, maybe. The zerg rush must exist.
[quote who="Lord Xia" reply="139" id="3247603"] thousands and thousands of turns.[/quote] Carl Sagan, you are not. But I bet Carl Sagan never had a pony.
[quote who="leroy105" reply="56" id="3247156"]I dont think its related to MP, that was the point of my post! However thats my bad if thats not clear in my post, no one to blame but me. I was trying (obviously not successfully) to get where mqpiffle was coming from. I get in other games you dont want strong auto defense this just drags out the game and rewards bad players - players who can muck around and be silly and rely on the game giving them an automatic no stress, no skill def
I have mixed feelings about the sentiments of this thread. Having good support troops (militia) can help turn the tide of a battle, but they shouldn't be able to save your butt if you decide to not properly defend your cities with trained troops or heroes. Making the militia too powerful would make the game bland, imo. I personally feel like the current implementation is good enough and pretty well balanced for my tastes, but if the devs feel that some balance needs to be
Thanks for listening to our criticisms, Derek. Even if they weren't always constructive. [e digicons]O:)[/e]