Brainjuggler

Brainjuggler

Joined Member # 4869788
12 Posts 77 Replies 232 Reputation

[quote who="LordTheRon" reply="59" id="3390255"] Oh boy, this mod is becoming a true gem. I'm immensely enjoying the current version but 4 new spell schools... GREAT![/quote] I concur!

349 Replies 1,261,971 Views

[quote who="merlinme" reply="211" id="3387482"] It might be nice to have a reasonably expensive Counterspell to remove immobility, in the same way you can counter spells cast on your cities, as having your main stack immobilized indefinitely is not a great deal of fun. Maybe the spell could come from late game Magic research. The AI would need to know when to cast it on its units, of course. [/quote] +1

270 Replies 669,942 Views

report: v1.3a, tiny map, 3 opponents, challenging/challenging, dense monsters. I finally finished a whole game with this mod and I've got nothing but praise! I made my Sov a mage and had a blast with all the new stuff. The passives were useful and well placed, as were the new spells. I had to think long and hard over which skill to take on each level up. There were no oddities with crazy high enemy heroes or one base AIs. My only concern would be consider a shared

349 Replies 1,261,971 Views

[quote who="Naidrev" reply="29" id="3385911"] I would like to see all (or most) summons directly linked to your spell spheres, with the summoner path effecting how strong and easy to cast they are. The reason I mention this is because right now, most of the summons' levels are not directly linked to amount of shards controlled. Some of them are, and the decision seems to be random.[/quote] +1 There definitely needs to be a consistent system. I felt the whole spell di

349 Replies 1,261,971 Views

Something occurred to me. I've been running D+W on top of the 1.3b patch, with the substantial AI improvements but didn't test many games before trying the mod. Maybe they amped up the difficulty, made the AI heroes smarter and level faster. Anyone else been playing 1.3b?

349 Replies 1,261,971 Views

[quote who="abob101" reply="24" id="3385526"] The problem with lots of mana maintenance is that then your empire can't cast anything else. [/quote] Isn't this exactly what the Summoning Pool was invented for? Maybe the pool needs to go way down and the mana costs removed completely? Something from left field: in this mod summons are everywhere. What if there was a Banish spell that dealt high damage just to summoned units? It'd have to be easy to ge

349 Replies 1,261,971 Views

[quote who="Wauthan" reply="22" id="3385371"] 2. I personally would have prefered if the units you summon start out at just lvl 1 and quite weak. And then become stronger than conventional units as you level them up. You've already added some abilities that are not featured in any vanilla unit or spell. If they would increase in potency as you level the creature up, instead of starting out fairly strong, that would work I think. This way you can summon units all day but you&#39

349 Replies 1,261,971 Views

anomaly: tiny map, 4 players, dense monsters, above average wildlands, challenging environment, hard AI. I can believe through a fluke of some overpowered abilities the AI was able to just sweep up a huge number of monsters and power level himself to mad heights. For now, I'll hope it was a one-off thing and start a new game.

349 Replies 1,261,971 Views

I miss meaningful diplomacy. I just don't feel like it has much influence in this game. I want to buy off my opponents, give them gold/spells/influence/etc and make them my friends. Then go to war together, or (better) get them to go to war by themselves. If they get mad and declared war on me I could regain their good graces with a pile of gold or call in some favors and have the other factions aid my cause. Some games even let you devise war plans together: you attack here, I'll att

4 Replies 5,523 Views

I hope this is an anomaly: I'm playing along, its turn 129, just built my 3rd city, and my Sov is lvl 3. I get attacked by a stack featuring a lvl 14 commander and a lvl 11 mage. The mage casts Embers and my whole army just dies. Game over. Now maybe I didn't level up as much as I should have, but getting to 14 that early in the game is impossible for human players. On to game 2...

349 Replies 1,261,971 Views

This mod is AMAZING - exactly what was missing from the sorely disappointing mage path! I just started a new game will do extensive testing, but my first impression is overwhelmingly positive!

349 Replies 1,261,971 Views

[quote who="RedAsphalt" reply="21" id="3378499"] Quoting Azunai_, reply 4or reduce growth to 0 if a pioneer is in the queue? Simple, minimal side effects, and solves the problem entirely. This is good. [/quote] Works for me. I still want an engineer unit that builds outposts. Spending 30 pop AND losing a few turns of growth just for an outpost means I play Pariden all the time.

30 Replies 69,093 Views

Where in the xmls can I change the upgrade costs? I think they cost too much gold and too little metal and want to experiment.

0 Replies 2,196 Views

I agree with the OP, 30 pop is a good cost for a new city but way too high for an outpost. We've been clamoring about this issue ever since the 30 pop cost was instigated. The queuing of pioneers to boost growth is an another exploit we've been clamoring about since its discovery back in beta.

37 Replies 63,217 Views

I agree with the OP. The yellow "turn" button is great but I hotkey everything and never notice what color it is. How about a hokey for "next turn only if green"? That would go a long way.

22 Replies 70,553 Views

update: I might have overreacted on my nerfing of the metal production buildings... I'm playing an unmodified 1.20 game on a small map with a custom faction that has light plate. I have nowhere near enough metal to build troops! Also, I really want to see upgrade costs shifted towards more metal and less gold. Possibly have them reduced across the board, too. Its much cheaper to build new troops than to upgrade the old ones.

14 Replies 9,459 Views

crystal vs metal: the arcane gear has better offense but almost no defense until you get champion's armor at the very end of the tree.

14 Replies 9,459 Views

I've been clamoring for an improved mage path since LH beta. Spells are scattered over the mage tree, the general tree, and the tech tree with no consistency about which kind go where. The huge number of passives means I nearly always pick two elements and just alternate leveling them, never bother with the "mage" skills. So please: - rearrange the mage tree, cut half the passives, put the -mancy skills in some kind of regular pattern (each element gets its own branch, 1-2

30 Replies 39,874 Views

re: firefly Several interesting ideas in there. Adding metal costs to arcane gear makes sense but I kinda like the split between crystal for magical gear, metal for mundane gear. Metal for buildings could work but be very careful about buggering the early game if you don't get any iron right off the bat. Adding more things like the Guardian Idol is a great idea and definitely worth exploring. Ultimately, I still think the balancing issue lies with the metal buildings adding t

14 Replies 9,459 Views

Edit: I suggest removing the foundry entirely and moving smelter to construction. I'm not sure about iron works. Having one big world achievement that solves all the metal problems for one faction is probably balanced, but could be overpowered. Maybe drop it to +6 or so.

14 Replies 9,459 Views

I tested with the iron and crystal rarity set at 250 and it helps. Getting them is no longer a foregone conclusion and yes, you have to explore and build outposts and stuff. A good change. Unfortunately it does nothing to help the over-saturation late game. I think the issue is with the metal producing buildings. Early to mid game one or two deposits with smelters is just right. But then you get foundries and iron works and stuff and have more metal than you can ever use. I think the late gam

14 Replies 9,459 Views

My immediate concern with reducing the rarity is that you are *hosed* if you get neither before too long. But I will test these numbers and see!

14 Replies 9,459 Views