cardinaldirection

cardinaldirection

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

[quote who="seanw3" reply="17" id="3240395"]As long as the enemy factions and the monster factions move simultaneously, they will never attack each other. The only way a monster ever attacks an enemy faction is when one of them doesn't move. [/quote] [e digicons]:omg:[/e] If this is the case then it needs to be addressed. The monster and AI players must move successively, as the monsters are not so much a faction as they are part of the world which is mo

124 Replies 255,956 Views

[quote who="parrottmath" reply="36" id="3240377"] Salted pork doesn't need to cost 30 gildar, it could just as easily cost 10 gildar and instead of 20 hitpoint increase maybe a 5 hitpoint increase. We have plenty of healing potions that could be done for higher hit point gains. Sometimes that 5 hitpoints is the meaning between life and death especially early in the game. There doesn't seem to be low level healing items around like this. I think for balance this would be a good st

42 Replies 17,057 Views

More prominent terraforming of the beautiful cloth map would be a blast, and fit in very well with the background story. Let's give the raise/lower land spells to all Sovs and change their casting cost to 5, then screen-cast that game for a trailer. [e digicons]:thumbsup:[/e]

195 Replies 783,884 Views

In the context of the strategy game, champions are just troops - yet being both immortal, and relatively permanent additions to a player's roster once hired, actually has the unintended and inverse effects of not only making other trained troops seem entirely optional and unimportant (more than anything else in the game I might add), but also of completely diminishing the feeling of importance actually intended for champions . The value of anything is directly rela

20 Replies 15,159 Views

[quote who="Frogboy" reply="2" id="3240194"]I go for knowledge unless I"m trying a rush strategy in which case I go for leather working.[/quote] Same here. Wealthy is really the only trait that alters my early game strategy very much. Depending on faction, starting near iron or mounts can entice me up the Warfare tree as well. Similarly, a starting location rich in shards or crystal may instigate me to begin by researching Magic.

20 Replies 7,362 Views

[quote who="Heavenfall" reply="5" id="3239892"]Okay so this is how I see it. The tile yield is not figuratively speaking exactly what you can mine from one single tile. Rather, it represents your ability to take advantage of the surrounding environment based on that position. So it is not a matter of simply "collecting" another tile to get its yields. Those things are already being collected. So let's say you are next to a shard. You have the choice of 3 different tiles that al

8 Replies 3,106 Views

[quote who="Alstein" reply="17" id="3239837"]Your capital should be your first city, until you build your tower, in which case the tower becomes your capital. If you lose your tower, it should revert to your most populous city. Towers should always be destroyed on capture, and players without towers should always be able to build one. [/quote] [e digicons]:yes:[/e] Good ideas.

40 Replies 26,947 Views

[quote who="Supreme Shogun" reply="1" id="3239970"]2.If you capture/found a new city that causes an outpost resource being constructed to change to the new city, the old city will still try to build the improvement (and the time it takes jumps up to like 40 turns as well).[/quote] [quote who="Supreme Shogun" reply="1" id="3239970"]2. Also can cause a re-distribution of certain advantages that a player does not want to happen in the case of who gets what extra grain and

2 Replies 3,648 Views

First click should show auto-generated patch, second click should move. Now sharing many similar mechanics, this is another feature of the Heroes of Might and Magic series interface that should be looked at as inspiration for this one.

5 Replies 2,061 Views

[quote who="Supreme Shogun" reply="3" id="3239804"] Exactly. It was too low to be useful as intended and did not scale well either. Instead why not work on issues of kiting? Like make certain monsters have more spell resist. So big xp giving monsters aren't hobbling along at 1 move. Or give some a ranged ability with varying cooldowns. Like forcing the issue of closing the distance and killing it. Lots of things like slag, drake, skath, drago

7 Replies 6,984 Views

[quote]4. Spells inflict critical damage. The Hero with a knife shoots magic critical hit 100 +. Probably a bug? Or do magic, too, must be critical damage?[/quote] It appears the effect that equipped weapons have on spell casting was not considered in their design.

3 Replies 2,808 Views

[quote who="Cyreph" reply="9" id="3239018"]Your capital is not always the first one you started with. Right now, I believe it is the first one is the one on the top of your cities bar (on the left). I lost my starting settlement in a skirmish with very close neighboring AI, my capital became the first settlement I had (which was conquered by the way) after the starting one. I regain control of my starting settlement one turn after I lost it, but it dropped to the bottom of the cities list and

40 Replies 26,947 Views

The multiple monument issue may seem small, but it really should be ironed out prior to release in order to ensure that the new user experience is as intuitive as possible. Although truly trivial, minor details like this are what contribute to an over-all feeling of incompleteness about the game, and may hurt it's first impression. If the work / reward ratio is good enough that is, time is quite precious, and bug fixes, fun factor, balance, and UI definitely take precedence.</

5 Replies 4,628 Views

If the issue persists through a save and reload you should upload your saved game file for the developers.

3 Replies 3,387 Views

[quote]Cannot see how many armies are in a tile: is there any reason not to limit the total amount of armies to 1 per tile? Can't see unit stats in tactical combat: This is the most important one for me. I can't see their equipment, weapon, or what kind of damage they are most vulnerable to. For civilization focus: expand path of the governor with more unique and interesting skills, such as +production, +% gold/research/mana, bonuses to tr

3 Replies 8,724 Views

[quote who="tesb" reply="12" id="3238819"] i just want to post out that a strategy relying on sovereigns/champions is much more successful against those monsters yet you give them abilities that makes it even harder for armies to deal with them? especially more moves on Silt Skath and Umberdroths! Those thing are at your archers the moment the battle begins (especially since you can not choose the initial army setup, i.e. how is in the first line).[/quote] While I agree that <a h

158 Replies 59,667 Views

It might make sense to include the configuration for the placement of units on the tactical map in the same window used to manage armies on a strategic tile (when this is implemented). Similar to the OP's suggestion, the 9 tile grid used to represent armies on the strategic map could be made to relate directly to a 9 tile grid on the tactical map, with the top row being the back, bottom the front (middle - middle). This would gradually decrease the initial s

15 Replies 20,323 Views

[quote who="zhukodim" reply="5" id="3238743"] 4. Spells inflict critical damage. The Hero with a knife shoots magic critical hit 100 +. Probably a bug? Or do magic, too, must be critical damage?[/quote] The influence equipped weapons have on spell casting definitely needs to be addressed, and heavily considered in defining their stats and abilities.

7 Replies 3,123 Views