Awesome, totally agree. Two requests: 1) Hoping you'll consider nerfing monster and non armored archers/mages when defending against melee attacks (they take SO long to kill) - it seems ridiculous that they defend as well as non archers (if not better sometimes). Maybe a defense penalty when attacked by melee and double when attacked by mounted units, etc. 2) And of course I'd love to see terrain bonuses (or penalties like attacking across a river) so mods could
Mozo293
3 things: 1) Enemy Archers/Mages/Catapults are like tanks - they should go down more like butter when attacked by melee and units on horse. Something is off in tactical that makes it feel frustrating with regards to their defense. Also - some cover (take less damage) against archery (woods) or cavalry (crossing a gulley), etc. 2) Make Terrain count for something. Maybe better defense in hills, or archers suffer penalty in woods, rivers show up in tactic
Yes, That may be it. It was a custom sovereign. Thanks for looking into it. I really enjoyed the mod. - Mozo
Quick Q. Enjoyed the mod, thanks for your hard work on this. I did have one problem - I had a stack of 6 champions and they ALL got bribed in one turn (including me - aka my sov.). Is this a bug or an intended feature? Needless to say the game was over (I had 2 militia in one of my cities). Thanks, Mozo
I'm coming here late but I have to say, Heart Shaped Man's post just really struck me - that is exactly how I feel. I get bored once I've established my empire and the quests are done. I have been playing these fantasy games for hours every day (AOW3 most recently) and something has been bugging me that I just didn't quite get. &nbs
Late in the game, I hit end turn and it just hangs forever (at least 5 minutes). Before this turns were taking no more than 7 seconds or so. I have "use no mods" selected. Here is the error file: http://pastebin.com/u/Mozo293 . Thanks, Mozo
Hey all. I too am crashing late game. I have started a new game in 1.4. I do have all the DLCs installed but I have "use mods" not selected. Very frustrating. Spent hours invested in this game. Mozo
I really like the OP's ideas. Especially the dagger and Mace suggestions. Mozo
[never mind - I misunderstood UI. I thought red money meant it was negative cash. Maybe a suggestion to reconsider that.]
Great ideas OP - and a maintenance cost for the outpost is such an easy change. Mozo
Wow - some really good ideas here! I hope Brad and co. are reading... Mozo
Agreed with OP. I'm on "challenging" on 0.91 and once I got an awesome sword from easy quest (and 3 heroes all about 8th level), I just steamrolled two opponents with little to no effort. The AI just doesn't seem capable of defending well at all. Mozo
I love the hospital idea too - with a chance to remove a negative trait. We need more reasons to leave heroes in cities - and make the player feel torn between deciding whether to leave them there or not.
Love number #2 and #3 by OP. All ideas are good. Mozo
I generally like the current system/perks (and the randomness of it) - however, I don't like that the "path of..." doesn't restrict you at all. Does it make sense to restrict you to just 2 paths? This way you can have dual class but still makes it so your choice limits you somewhat. Mozo
Great post op. I found this to exactly be my experience. I have suggested before and love the idea of certain heroes not getting along for some back story reason (I saw someone in this thread mention it). I also suggested making city requirements for certain heroes (some special building you only get from a choice when your city grows is required for certain heroes or allows you to create that hero, etc.). And I really like the idea someone mentioned that the her
I love all of these idea. Is it possible to solve part of the overly powerful hero problem (and the number of them) by requiring certain buildings to exist (or be at a certain level) just to interest a certain hero type to join? A Paladin might require an Inn and a Church, a Mage might require a workshop and access to a certain resource within the city, etc.? Another hero might require an Inn, brothel, and an archery range? (I know many of these buildings don&#
I vote for defensive bonus (and obviously you can station troops there). I'm not against the Gal II starbase idea either - think that would be great.
I'm putting a vote in for dynasties - but toned down as many have suggested. I liked the idea - it made me care more about my kingdom. I really liked how leaders worked in ROME - many of them had really strong weaknesses too that made it interesting - to the point where you were happy some died in battle. I had submitted a quest that involved/affected children of your sovereign - there are some interesting things you can do with them. Maybe in the next exp
Another vote for some consequence for killed heroes in won battles - wounds or time needed to be spent recovering
Outstanding feedback. I agree with everything you said - great suggestions! Mozo
I agree with all these suggestions - but what do you think about this? 1) Making them a bit rarer. 2) Making them primarily come from quests/special events. For example, each time you click on them to speak - a dialogue comes up. Maybe they are being hunted by creatures you have to destroy. Maybe at an inn you hear a rumor of a hero stuck in a cavern somewhere - you go there, defeat some creatures and he fights by your side during the battle. He/