Early game is more important than mid-late game, because if you suck in early game you suck the whole game. In early game -1 Hit Point = -12% Hit Point. -5 Weight = -17% Weight. 5 additional dodge is more valuable than this slight difference. Also Hit Points is universal parameter, Weight is specific. For example, you don't need weight capacity for unarmored units.
harmonius_
[0.99] Leather armor nerfed. So leather armor is completely useless now. Who will pay 4 labor cost (12 production) for 1 defence?
Lithe: +10 Dodge, -5 Weight Capacity, 6 Labor Cost. Balance: +5 Dodge, -1 Hit Point, 6 Labor Cost. Imho Lithe is always better than Balance. Lithe is too strong for 6 Labor Cost.
Autoattack bug still persists in 0.99. Way to reproduce: get melee weapon and horse, in tactical battle attack the enemy from distance in ONE click, retreat, go up to the enemy - autoattack triggers despite you have spells and abilities.
Yes. Autoattack bug still persists in 0.983. Way to reproduce: get melee weapon and horse, in tactical battle attack the enemy from distance in ONE click, retreat, come up to the enemy - autoattack triggers despite you have spells and abilities . Imho autoattack can be removed at all because there is always Defending option.
Why archers don't retreat each round? Imho constant retreat is more optimal than standing for archers.
[quote who="Kongdej" reply="9" id="3248478"] Cheaper armour would NOT lead to better balance [/quote] Now it is more efficient to build many units without armor than a few armored units. So cheaper armor leads to better balance.
Imho balance in game is more important than realism. Game should be fun. Game is more fun when there are many ways to play. Disbalance leads to limited number of viable strategies.
I said about some factors. You said nothing. Just another useless post in forum. Edit: Sorry for that.
Leather Cuirass gives 3 defence and has 6 labor cost. So 1 defence has 2 labor cost. Club has 5 attack and has 5 labor cost. So 1 attack has 1 labor cost. 3-troops make attack 3 times. So attack is more important than defence. So why defence have so big labor cost in comparison to attack? This issue addresses the problem with rush strategy. Now rush strategy wins because weapons are more effective and much cheaper in labor cost than armor. It is more efficient to build many uni
Rahelle has Anguine Edge, that requires level 4. But Rahelle is only level 3.
What about Slaves? They are really overpowered. Strategy is simple: build 5-10 Slaves in first 5-10 seasons and defeat nearliest sovereigns.
AI is limited . So single-player players give limited feedback. Multiplayer is much better in finding strategies, exploits, etc. So multiplayer players give good feedback: strategies, exploits, balance, etc. Multiplayer is needed to improve balance and AI in game.
Some players play on Medium and Small maps. So they don't need trained units.
[quote who="Tuidjy" reply="7" id="3247397"] I am not sure whether the crystal mining income should be increased. My gut actually agrees with you. But even if it were to be increased, that still would not mean that we have to make the AI value it less. You can get a lot of Gildar in the early game when the AI has no stores. But it is a terrible idea to do so. When the AI gives you 200 Gildar for 10 loads of crystal, it is cheating the hell out of you. 50 turns
[quote who="Tuidjy" reply="2" id="3247354"]I can crack up taxes for one season, and pocket 200 Gildar.[/quote] The problem is in early game. In early game you can't pocket 200 Gildar with high taxes. But you can sell each 1 metal for 6 gildar in early game. [quote who="Tuidjy" reply="2" id="3247354"]But when I need metal to build one of my heavy cavalries, there's no easy way to pull what I need out of my ass. Not unless you make metal really cheap in diplom
[quote who="Tuidjy" reply="1" id="3247362"] Consequently, Crystal cost in Gildar should be reduced in diplomacy to prevent disbalance. Dafuq. Crystal is hard to mine, requires infrastructure investment and is indispensable for advanced troop production. Ergo, we need to make the AI value it less?! [/quote] Trying to explain: Now Crystal Quarry gives 0.5 Crystal per season. I suggest Crystal Quarry sh
You can sell 1 Metal for 6 gildar in diplomacy. So Iron Mine really gives you 6 gildar per season. Imho Metal cost in Gildar should be reduced in diplomacy.
Now Crystal Quarry gives only 0.5 Crystal per season. You need 15 Crystals to build Ash Mage. So you should wait 30 seasons to build Ash Mage. It is too long. Ash Mage don't worth waiting 30 seasons. You need also Crystal Mine to speed up the process. Crystal Mine gives additional 0.5 Crystal per season but costs 270 production. It is too long for the effect. Imho Crystal Quarry should give 1-2 Crystal per season. C onseque
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[quote who="Derek Paxton" reply="2" id="3246610"]Yeah, I think that's a great idea. I'll enter an enhancement request for it. Thanks.[/quote] If possible, please, add also accelerated resource mining, gildar and mana income, xp gaining to Fast Pacing to keep game balanced. Epic Pacing is vice versa of course.
Gladiator Armor is really strange. How can armor give you Initiative and Attack? Maybe Gladiator Armor should give Dodge instead.
Gladiator Armor is still Uncommon in 0.983. Is it intentional? Imho Gladiator Armor is a bit overpowered for Uncommon, especially +2 Initiative.
Still persists in 0.983.
Logically, AI main developing phase is when all things are fixed. It is relatively easy to adapt AI to fixed things. All they need is to find and use effective patterns for AI. But it is possible only when things are fixed.