mqpiffle

mqpiffle

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

There are currently no dispells in the game, but in a video of a build FB posted within the past couple of days, there was a hint that there might be a dispell coming soon.

8 Replies 9,198 Views

[quote who="Rhadagast" reply="6" id="3101775"]The multi-turn mechanic is required to allow for the counter spell mechanic[/quote] Not true. All they would need to do is make all non-instant spells cast the next turn with an initiative modifier if necessary. this would allow the opponent to cast a counter if needed.

30 Replies 12,601 Views

I understand the rationale behind the level up system. And I didn't mean the system as a whole is useless, just the current implementation of said system. I think locking all of those buildings in the CLU system - and thus, removing them from the tradition improvement production system - is really causing the devs to scramble right now for additional improvements to add to the traditional system. What I recommend is transferring some of those CLU buildings to the tra

17 Replies 14,580 Views

Yep - they pretty much made it useless! (Along with all of the other improvements that are trapped in the horrible city level-up system.)

17 Replies 14,580 Views

In response to FB's question about early city improvements - There already exist a vast number of city improvements in the game which are depressingly under-utilized: the city level-up bonus improvements. Currently, every time a city levels up I sigh deeply and almost want to quit the game, because not only do I have to choose one of the basic buildings presented at that time, the buildings I do not choose are irrevocably locked out of the rest of the game. Thi

107 Replies 227,497 Views

I absolutely love this post. It is a clearly written an argued piece which brings to light the most pressing fundamental flaws of the system so far. There's one main issue that I see which ties many of the various segments of your post together. That idea is scaling. When I refer to scaling what I mean is a natural "inflation" system that is certainly not present in the current version of the game. When a 1 gildar maintenance cost on a bu

107 Replies 227,497 Views

I agree with eliminating about the first 33% of the tech trees, and adding more specialization and "epic-ness" to each individual tech tree. Basically, the sovereigns should know how to start and run a basic civilization, but they need to *learn* how to take over the world. Also, why can't traits and (more) spells be unlocked via the tech tree???

78 Replies 203,625 Views

[quote who="seanw3" reply="17" id="3097538"]They will divide N by number of votes for M to help decide where to allocate time. Not voting is a bad strategy. Vote for AI.[/quote] Don't care. If my choice is not represented I will not vote, and I will let it be known what my choice is.

142 Replies 290,148 Views

[quote who="Stupidity10" reply="12" id="3097514"]Magic Resistance Balancing Stats Encumbrance & Initiative Making Assasins/Defenders Playable and unique[/quote] Exactly. If one of the options was "Balance of Game Mechanics" I would probably choose that.

142 Replies 290,148 Views

I think there are still many issues concerning the core mechanics of the game which need to be ironed out prior to "moving on" per se, so I'm not sure which category to select to show my preference.

142 Replies 290,148 Views

Dex absolutely should not have anything to do with accuracy or initiative. Encumbrance affecting initiative is just fine. Level determining accuracy is great. Dex affecting crit chance and dodge is perfect. What needs to happen is the devs need to tweak and balance xp gain with dodge bonus and encumbrance to find the right interaction between the three. Then of course throw in traits and magic items and spell effects and sov bonuses and you start to

24 Replies 5,074 Views

[quote who="ddd888" reply="6" id="3095857"]guys you are just getting the wrong point frogboy is talking about enemy sovereign killing monsters but not going to get the loot and he is wondering the impact on balance on ai getting tons of better stuff in the next patches... basically their champions sovereigns were playing with basic vendor stuff[/quote] I think everyone understands the point FB made, they are just continuing the discussion of monster

33 Replies 45,028 Views

Aye, initiative is broken. There should also be very few insta-cast spells in the game as most spells should reduce initiative for the next (casting) round, instead of the spells actually taking multiple rounds to cast.

37 Replies 64,534 Views

Factions need to be orders of magnitude more unique than they currently are. Units, bonuses, city improvements, traits (sov, champion, etc), spells, abilities, quests. They need to be so different that they will alter the strategy with which you will play the game. See Starcraft for one example of different play-styles between factions.

29 Replies 25,885 Views

[quote who="CdrRogdan" reply="18" id="3092399"]Addtionally I take offence at your claim that all rpgs use this sort of system. Skryim, Final Fantasy and Shadowrun, among many other games, do not use strength as the determinant to what your character can carry or equip.[/quote] Quite right. Don't know about the other two examples, but Skyrim's encumbrance is based off of Stamina. In that instance there is no strength score. My apologies. However, I s

23 Replies 77,338 Views

[quote who="Yazari" reply="3" id="3094273"]The file corespells.xml indicates that it stuns all enemies for 3 turns unless they resist. "Stun" being defined as "losing your next x number of turns" [/quote] Yes that's all fine and dandy but the point the OP is trying to make is that you don't know that in-game, in real time, as it's happening. Do you really want to have to alt-tab out of the game and open an XML file to figure out what an effect doe

5 Replies 1,433 Views

[quote]Unhappiness in each city could be affected by buildings[/quote] There are a few buildings which mitigate unrest, but I agree there could be more depth here. Unrest is probably the most pronounced limiter of the economy as it stands now. It should be more of a central theme in the empire building aspect of the game. [quote]grain and food seem very abstract and while I try to increase them it is very unclear to me if they have any tangible return - is food onl

2 Replies 6,952 Views