This may be a feature of the game, but trained units gain XP 50% as fast as champion units. Is this intended? Seems like a bug to me. First pic is my Sovereign, Kul-al-Kulan. He's gained 27 total XP so far (21 for lvl1 + 6 in lvl2). Second pick is a trained unit, 13 XP. They have both fought in the only two battles of the game to this point. <img src=
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aaaaaaaaaiiigghhhh.... [e digicons]:puke:[/e]
Please show all unit stats - specifically Elemental Resistance - in the Unit Details screen. Why doesn't the player have access to this important information?
Outposts are a terrific idea that could stand to be improved upon.
[quote who="Sarudak" reply="1" id="3067974"]I like this but maybe just make all guilds mutually exclusive so you could only have one per city and it would somewhat define it's specialization.[/quote] Yes, a lot of city buildings should work this way.
Maybe instead of calling them (and thinking of them as) Angels, you could have the faction be the Matryred, whose buildings could be temples made of ivory with shiny gold domes. Their goal would be to cleanse all the damned from the world, thus gaining Paladin-like traits: Turn Undead, Holy Fire, Blessings, etc etc. Lots of Life Shard love.
Yay I did it!
Gates should be placed in city walls where roads intersect with the walls. Sorry, don't know how to include images.
I agree unquestionably with every point up to and including number 7. Add in the extremely bland city / empire growth and you have a winner.
A level one and two city should only have the adjacent 8 tiles to build on. Level three and four the next ring. Level five the next ring. OR I'm starting to like seanw3's idea of simply using the surrounding eight tiles, then everything from there builds up. Eight tiles = 32 city tiles, which should be plenty of tiles.
I have a few issues with champions in general, but this issue doesn't bother me so much. It could me made more compelling if there was a serious diplo hit with every slaughtered champion, although since there is basically no diplomacy whatsoever at this point, it would be a worthless mechanic. And if an enemy murders one of your potential hires, there should be a pop-up saying such. Maybe you should be able to kidnap enemy heroes and hold them for ransom, so you can
One thing I use to notice about WoM is that if you were view the map from a lower angle, the visual position of the mouse didn't necessarily reflect which tile was actually "under" the mouse, often times causing confusion. Hopefully that makes sense. [e digicons]:S[/e]
[quote who="Heavenfall" reply="3" id="3066677"]When this occurs, you de-select whatever you had selected and select the city. You can find lots of info in the bottom left corner. http://i.imgur.com/ZLit6.jpg [/quote] Yeah it did this in WoM as well, and people STILL complained that there was no info, even though it was right in their face. I feel your pain, Jean-Luc.
31% of the way there. Thanks, Brad!
Yeah this was a weird "feature" of WoM as well. Thought they would have ironed it out by now.
After reading this a second time I get it. And it ought to be looked at.
It's up to the developers to implement a sound game design. Does the proportion of people who are saving and reloading in a strategy game have any bearing on whether the game is a market success or failure? Do people save and load chess games because they made a bad move?
[quote who="Alstein" reply="22" id="3066362"]I'd also like to see a tactical mana limit based on spell affinity and intelligence. This would make using those high-level spells require some specialization.[/quote] Good call.
Title.
[quote who="Heavenfall" reply="25" id="3066028"]Did you know you can LOSE BATTLES in this game?[/quote] Do I at least get a trophy that says something like "You're special, too!" on it?
[quote who="Goontrooper" reply="6" id="3066320"]Quoting taltamir, reply 4 I agree with the OPs criticisms but not his plan of improvement. (except the 1 hit 1 kill plan, that is good idea) I think the first step is to take the sovereign off the battlefield. Age of wonders had the right idea about how to do that.. the sovereign should not gain XP from combat, the sovereign should be relatively weak in melee, and the sovereign should be able to cast into combats within thei
It sounds to me like the recruitable champions' level needs to keep pace with the game level. Maybe the mana cost of the imbue spell ought to scale with the level of the champion your trying to imbue.
Well hopefully the balance pass we're getting today will alleviate some of these issues.
I don't see why not.
But this is different: a unit with first strike would gain the ability to possibly make a preemptive strike on an incoming melee attacker if they're defensively set to do so. I like it. There ought to be many actions like this to engange at the front end of a battle, instead of just standing around and waiting for the AI throw themselves upon your swords. This sounds like a great Path of the Defender trait.