had some more subjects come to mind: Pioneer design: Why cant players design pioneer units (like if i want to give them a horse, or the scout ability, or a huge suit of armor). Travelling with army and heroes. Somehow it feels like a waste to put in army units with my sovereign/other heroes due to a massive penalty to experience gained, (especially if i travel with pioneers, they decrease overall xp, and gain a cut too for some reason, and they cant use levels for an
Kongdej
[quote who="Lord Xia" reply="24" id="3108651"]I think having a play "random faction" option, with each faction having their own specific tree would work towards that. I think the only reason that random techs is liked at all is because so little about the factions are different. I would rather get my feeling of playing a different faction by actually playing a different faction, not just get a few random techs here or there.[/quote] I prefer this to random te
Troja: Not so much higher for me, my biggest issue is actually getting the wrong choices to my characters (My melee characters getting mage choices). And being spammed with "Enmity" the first few levels, which I never really want to pick. - Usually I pick the commons because there is no "Interesting" options, and that is sad, cause it makes me feel my heroes are just generic piles of statistics, with no feel to them, and I might as well have brough a trained unit from a city.
For some reason it worked when I opened it in a new tab (now I feel stupid for not trying that xD). TY sean, I think the changes sounds promising, is there any changes to staffs? - or are they considered spears? :S. Sincerely ~ Kongdej
I would just like to see more different weapons, so a few different things can become available sooner, so I wont have to look at my ppl with clubs for that long, or wooden sticks or whatever they decided to find. Sincerely ~ Kongdej
Ive been playing the Elemental beta with great joy the last couple of days (stupid game is stealing all my time xD) And I have seen some thing I like, and some things I find really out of place. Snake overland movement: Going to start saying the 2 special snake hiring options that are available to a certain race with a certain trait (my brain makes the name extremely vague when i want to talk about them ofc!). If you get to hire these snake creatures, and move them around
[quote who="DarkGaldred" reply="2" id="3108178"]It's not because a trait is common that it should be ridiculously weak. The leveling in Blood Bowl (LRB4) is pretty good, as you have standard traits you can chose every level, and sometimes, you can chose stat increase, or traits that are normally not allowed to you. If the standard common traits were not so ridiculously weak, random progression would not be such a problem. [/quote] +1, except to me
Cant say I agree with the solution to units, having weapons give bonus to defense will make armor's even less likeable and probably ignored most of the time to just spam peasants with big swords. What I would like to see to fix the current units are proper Traits, something that would be a display of your kingdom spending ages to train your units to learn to parry stuff, or buff theyre hitpoints. I do think hp scales in a silly amount on the basic clubman, and levels
Cant see anything on the link :( :( :( Probably missing some addon, any help on that? xD Sincerely ~ Kongdej
I concur on outposts in deserts too, I would wish for some easier way to defend my outposts though. Right now, due to the low cost of pioneers I usually keep a few pioneers fresh to rebuild lost outposts, and have a few roaming groups of knights depending on size (usually 1 group actually) to bash random invaders. Sincerely ~ Kongdej
Its abit much for me, but Id like abit more options than the city options to be set in stone, a few choices too, like building a barracks in my huge city so In an emergency it can spew out troops. Also atm I only really build 2 kinds of cities, I either try to get production up high as possible for a city able to spew out units, or I build up the food size as much as possible, upgrading either gildar or research when able, but focuses food. Seems high food cities can build stuff decen
I usually just sell them even early game, I find that even the golem dont have enough hp to survive the random spider attack. Would love to see them atleast a little more usefull. Sincerely ~ Kongdej
I would hope militia to be upgraded in some way during gameplay, so the random scouting unit, or a tiresome spider wouldnt just go in and trash a city, ive been rather annoyed at having some games start next to a spiders lair, and not being able to beat the spider at lvl 1 it would go trash my capital if i left it undefended for 3 turns with my main hero. (I know I can train units etc. to counter that, but even through that gameplay, that particular unlucky start gives me a resource penalty f
Dont really like the percentage idea, I like stronger subjects being able to go through wither, though I did not realise it stacking, even before it stacked it seemed to be as one of the better if not the best combat spells to combat armies, especially if u have a couple of death nodes. Even tho it might not seem big, bringing all enemy melee stacks down 2 attack value per monster is very much vs 5 stacked infantry with 10*5 attack to start with, and can easily turn a battle in one ca
As for the magic limit, I hope its usefull, and scaling per level/magic circle, I for one dont like only being able to use my sovereign as the only proper magic user and any other champion its only really "viable" to go for haste/slows. (even tho the spells seems abit unbalanced anyways). For the monsters to respawn - I hope they firstly make monsters protects theyre nests abit more, I see them often wander 1-2 tiles off, leaving the nest empty for clearing, and I hope it wont flood m
I agree with more transperency, while "Leo in WI" is right, that seems to be much of a hazzle to scour a big desert for the best spot, Also I would like if it showed those resources (when hovering over the settle button, or clicking on a possible future filter) in areas out of line of sight, but scouted earlier, so I dont have to run back and forth for 2 years to figure where or how to settle my new city ^^. Sincerely ~ Kongdej
I know I am rather new to the forum, have played the game abit in my own little corner... (Meaby abit shy >_ Champion: anyways, I completely agree that the randomness in the champion upgrades should be lessened abit, where random is "ok" but the extend where my mage character is only getting warrior/defender/assassin options 5 levels in a row makes it painfull, makes me feel like I have to save-load before my champions gains a level so I can make sure I g
Wouldn't destroying the herbalist building and rebuilding it again bring in more crafting mats than just having it idle in the city?... just speculating. Sincerely ~ Sleepingpill
Oh btw, will I be able to upgrade the pre purchased version to a boxed version without paying the full fee of a whole game?. Sincerely ~ Kongdej
Hi guys, not sure if I am supposed to ask this here, but I have been poking around here for a few days to see how this (Awesome Looking!) game where evolving and growing. I was thinking about 2 games when I saw it first, first one is "Master of Magic", and the second one is "Age of Wonders, shadow magic". Do you guys have any idea how similar to game experience this game will have to the 2 mentioned games? :) Just curious. Also it seems like there is alot of "modders" on this