cardinaldirection

cardinaldirection

Joined Member # 4827756
40 Posts 947 Replies 16,214 Reputation

[quote who="GFireflyE" reply="14" id="3242724"] But then comes the question: What happens when you can't pay? Do they disband? Do you get to choose who disbands? Do they riot? Do they become dormant again? Not saying that this is a bad idea. Quite the opposite. Just needs some fleshing out.[/quote] The same thing that happens with gildar, you go into the negative: new champions are unable to be hired, current champions may abandon faction to ex

24 Replies 29,816 Views

[quote who="Glowing_Ember" reply="17" id="3242655"] *snip[/quote] Champions are much similar to henchmen (vice versa really) than troops.

18 Replies 12,179 Views

[quote who="harmonius_" reply="3" id="3242595"]Almost all rare items require level. This is for balance. The exception is only items from technologies and another couple of items. The problem: your main champion/sovereign gets many powerful items and gives these items to low level champions. Then they gain levels very fast in solo.[/quote] A solution to balance the power of an empire's champions: htt

8 Replies 4,640 Views

From the other thread: Great ideas GFireflyE! It could also be a great way of interconnecting the size of an empire and the power of it's champions ; simply by changing their wage requirement to influence, and adding influence generation to a few city buildings. All champions should not only cost inf

24 Replies 29,816 Views

[quote who="Frogboy" reply="14" id="3242624"]Influence is very much used to manipulate the AI.[/quote] It could also be a great way of interconnecting the size of an empire and the power of it's champions ; simply by changing their wage requirement to influence, and adding influence generation to a few city buildings.

18 Replies 12,179 Views

Great ideas GFireflyE! All champions should not only cost influence, but also require it as an upkeep!! Their wages should then increase as they level, and influence should be generated by certain city buildings!!!

18 Replies 12,179 Views

Not just a good suggestion, almost a necessity. Similarly, the file names for custom factions need to denote Kingdom or Empire as well. Currently it is not possible to have a custom faction of each with the same name, the second overwriting the first even if they are of different denominations. Custom sovereigns of the first created faction will automatically be reassigned to the second as it is overwritten, making for some interesting character designs to say the least.</

3 Replies 3,752 Views

[quote who="Tohron" reply="21" id="3241883"]Sounds like improved random map balance could help with some of these issues - insure that there are a variety of shards near any given start, with the option to secure more of any given type by branching out in certain directions. Map balance could also keep the monsters near the start relatively weak, while having the most dangerous monsters localized in more distant areas that also happen to have good city locations and/or good resources to

23 Replies 29,460 Views

[quote who="Angry_Hominid" reply="8" id="3241800"]I believe every single quest should allow for an evil choice..[/quote] ^Attention to little details like this will go a long way towards helping the game to launch brilliantly.

12 Replies 15,125 Views

[quote who="DsRaider" reply="75" id="3241404"] Not quite that simple. First the tech costs have to be brought into line. Secondly, the items shouldn't cost metal. Thirdly any item that uses elemental damage will be better then physical damage since it goes through armor. Thus an ice spear would have to have less physical and magic damage combined then a normal spear to balance out. Fourthly there is the havoc this plays with the upgrade system. Which spears will

158 Replies 59,798 Views

[quote]- Right now I don’t really see the difference between my sovereign and champions in tactical combat. Sovereign should have access to powerful abilities that champions don’t have access to. Misc - Marriage + Children: This feature was fun and unique, please bring it back.[/quote] [e digicons]k6[/e]

3 Replies 7,972 Views

[quote who="CogBurn" reply="111" id="3241817"] To be honest, as long as you're not foolish in the early game, "losing" a champion is very unlikely, even with no cities for them to respawn at. If you're careful early on, pick and choose your targets until you get some good early-game loot, and play cautious for a little while, you can progress to the point where dying is little to no concern for all but the biggest drake/dragon armies surprisingly early on. Even when I

150 Replies 538,013 Views

[quote who="CogBurn" reply="109" id="3241643"] Only if there are things in the world that are a legitimate threat to the champions that can only be dealt with via support from troops provided by a city. Just "your champions can perma-die" isn't going to compel everyone to build cities. Some people maybe, but for a lot of people it will just compel them to save & reload their game a lot more. There will be no real reason to play the city-side of the game until the game

150 Replies 538,013 Views

[quote who="Leo in WI" reply="9" id="3241608"]Derek, love seeing all these "Fixed!" posts! Great job to you and the team!![/quote] Me too. Great communities are built not just with good games, but by good people. You can quote me on that. Keep up the amazing work folks [e digicons]:beer:[/e]

10 Replies 5,051 Views

[quote who="Lord Xia" reply="15" id="3241719"] The spells killed the troops even more easily as they do x damge times the number of troops in the unit, so they are even more easily killed by spells. Troops can't do anything to large monsters and can easily be destroyed by magic.[/quote] I am hoping for a "mob"bing counter mechanic to overkill that will give multiple units in a tile an advantage over a single one. [quote who="Lord Xia" re

20 Replies 15,185 Views

[quote who="Werewindlefr" reply="5" id="3241308"]Anyway, that was a minor point - the real point is that a game with extreme variability in the resources available to the player is extremely hard to balance, because it tends to reach extremes easily and to be out of control. In one game, you'll find no shard, and in another you'll have 5 - what number should the game be balanced for? 0, 2, 5? The abundance of "extreme cases" makes it very hard to find a "sweet spot". How many cities w

23 Replies 29,460 Views

[quote who="ddd888" reply="12" id="3241701"] death would destroy ai, forcing to work months to remake ai to play in a more careful way, to seek fights where the top champions dont risk anything etc etc also it would require a lot of work in tactical since they should have a totally different behaviour [/quote] It is my understanding that the AI is one aspect of this game that is not only still being improved upon constantly in resp

20 Replies 15,185 Views

[quote who="Lord Xia" reply="9" id="3241680"]They can't die. The system isn't made with the ability to create more, so losing them permanently is problematic.[/quote] As it stands the game feels somewhat like it's on easy mode, because losing is so difficult. It sounds as if you are shying away from a little bit more of a challenge? [quote who="Lord Xia" reply="9" id="3241680"] If I have a faction that isn't skilled at

20 Replies 15,185 Views

[quote who="ddd888" reply="8" id="3241660"]the problem is actual game is balanced for champions NOT dying[/quote] Exactly - champions being permanent additions to a player's roster once hired is the very reason why they are imbalanced, especially in relation to troops. [quote who="ddd888" reply="8" id="3241660"]the beloved champion leveled for 200 turns would go to hell[/quote] Creating a grave with their equipment, and fertile ground proportionate t

20 Replies 15,185 Views

[quote who="NaytchSG" reply="149" id="3241568"] IMO a simple fix to the XP for units and heroes is to give all units 1 xp per turn ala MOM and just up the level thresholds. Give governor heroes a 2-3 xp per turn when in a city or a 5 xp bump when a city builds a building... This way a unit guarding a city still get levels over time as "they also serve".[/quote] ^Good ideas. We could even try giving the entire world a base xp per turn, so it grows. Addition

195 Replies 784,276 Views