I think the initiative system needs an overhaul long before an idea like this needs to be considered.
mqpiffle
[quote who="Frogboy" reply="1" id="3092920"]The problem with Spears vs. Swords isn't that the swords aren't "better". It's that the spears are already enough to kill a target enemy 5X over. Sure, the swords can do it 20X over but dead is dead.[/quote] Spears are quite powerful. Not sure why they should ignore so much armor, or any at all.
Balance idea: Markets, instead of - or in addition to - giving a base +X to gildar, should give a bonus based on other markets connected by a trade route. The current flat +2 gildar bonus make this improvement a fairly uninspired level up option. I think it should be moved back to a base improvement list, as well.
[quote who="DGB246" reply="16" id="3092323"]dodge is supposed to represent parrying too I think[/quote] Correct.
[quote who="Lord Reliant" reply="12" id="3092304"]The problem with encumbrance as the only mechanic for penalties with armor is that it's too reliant on strength. If you have high Strength, you get good armor, avoid penalties with encumbrance, and get better attacks. [/quote] This is the way it's been with all RPG's since the dawn of time. Just because the character has high STR doesn't mean they have high dodge or hit points. I agree these facto
I agree with tying the initiative modifiers solely to a re-organized version of the encumbrance system, one with finer grades and stronger penalties as one moves up the chart. Thus, the lightest weapons and armor (or none) would work essentially at base initiative and all heavier arms would adjust initiative negatively, therefore avoiding this whole +/- modifier nonsense. Init could also be affected by carefully designed traits and magic (rarely, except for the most master
[quote who="CdrRogdan" reply="8" id="3092265"] How would any of this make the game more dull? You still gain the same spells, they are just organized differently. It actually opens more possibilities to create dual and tri spell school spells as it will be more viable to level multiple schools.[/quote] Because by removing tiers you'd be reducing the need to specialize thus making the whole system more bland, because what you're really asking for is for every mage to be ab
I disagree with the OP. Grain raises the population cap of your cities. How is this useless at any point in the game? And as far as growth goes...you need to *choose* whether you focus on growth or not, by limiting the amount of cities you control and the improvements you build in those cities...I think it's a nice mechanic overall. Grated it could use some balancing and some more love on the improvement side of things. But food providing growth is not
Agree. Zero total quests in a couple of games (~200 ish turns each so far) in .86. Definitely a bug.
[quote who="seanw3" reply="19" id="3091808"]That needs to fixed then. Archers need to be totally blocked by good armor. The current mechanics need to be fixed. [/quote] Y'all are forgetting about hit points.
[quote who="Mistwraithe" reply="5" id="3091484"]All stats need to be useful and I agree intelligence is currently less use than it should be in a lot of cases.[/quote] I don't know, I think XP bonus from int is pretty damn spiffy.
I don't really agree with this. There's a whole lot of balance that needs to be done in the arena of character development (xp gain, traits, spells), and I don't think this would help immersion in the long run. It would just make the magic system duller than it already is.
There need to buildings added to all phases of the game.
Sounds good to me.
Come (satisfactorily) clean my house, inside and out, and then I'll shoot Frogger a quick note. [e digicons]:grin:[/e]
I don't know...champions have a small base set of spells they can cast from the get go, then it's really up to you whether you want them to access more spells. I think this mechanic is ok.
You can also raise growth rate from buildings (ie inn.)
I'm not talking about a road...I want the bridge so I can continue building the city across the river.
I think +1 per level would be ok if applied to derived (combat) stats.
I noticed the AI stagnating a bunch in my one game on .85 [e digicons]:frogboy:[/e]
The mouse cursor code need to be looked at for sure, when it's the appropriate time.
I actually think this is how this ought to work. It's that the word bonus usually implies a positive effect.
IMO Markets should give +X gold per city (per market) or +X% trade route bonus between cities with markets, or some reasonable combination of both. Point being, they should do little on their own, but when connected to other markets, they flourish.
Frogger has already stated that diplo has not received any love in this build. Somewhere... [e digicons]:frogboy:[/e]
I would like to be able to build a bridge across a river so I can connect resources on the other side as well as expand my city across the river.