If getting 10,000 mana is at all possible then overall game balance is the problem, not mana blast. Either you're playing with your food or the whole spell system needs to be overhauled.
Brainjuggler
[quote who="Darxim" reply="2" id="3341626"] One of the suggestions to resolve the Pioneer Bank issue, which would also resolve one of the problems the AI has with a population cost on Pioneers, is to bind the population cost to the Settle action. While it doesn't make too much sense from a realism perspective (you could say that people didn't move out to the city unitl the pioneers built it, I guess), it makes perfect sense from a game perspective. It would also allo
What if each tower gave you a -2 while the forge of the overlord worth -4 or something? Then your opponents would slowly get more nervous as you advanced. I still want this to be disabled when you turn off spell of making victory, no reason you should take a diplomacy hit. While on the subject, does anyone else think spell of making is too early in the tech tree? Sometimes I feel like the game is just getting going when I can end it. What if towers had to be
I'm testing these mods ATM: Flame tongue: 1.25% attack Soul Spark: 3 mana, 2 turn CD, level +3 damage Wraith Touch: level x3 damage Guarded Strike: 100% damage no unit multipliers on any of them So far is a big improvement, but I might have overpowered some of them. Will continue testing.
Update: been playing with Altar and Rush is a great skill early game, but it fades a bit once you get mounted units and whatnot. Yet another example of scaling. I also tested Double Strike - its pretty awesome and scales much better than other skills. If I wanted to be really picky I might suggest the accuracy penalty be a percentage instead of a flat 30.
I'm playing a game with the spell of making victory disabled, but as soon as I started building the towers everyone declared war on me. They shouldn't care (as much). My relations took a -9 hit with everyone.
[quote who="Sanati" reply="16" id="3336912"] You mean like nearly every other attack in the game? A level 5 company with lightning hammers will do 84 damage btw, add say an extra 36 from double charge, multiplied by 2 with the +100% damage blunt special. So no I wouldn't say a 30 damage flametongue is overpowered.[/quote] Yes, like many other attacks, I don't like how the multipliers scale. A company gets a x6 multiplier on flame tongue, a
The more I play the more I dislike the unit multipliers on these skills. They are vastly underpowered for heroes and vastly overpowered for trained units, especially late game (a lvl 15 Magnar will deal 15 damage with flame tongue while a lvl 5 company will deal 30). I suggest re-balancing them around unit levels or attack values or shard count or things that scale better over time.
[quote who="Trojasmic" reply="8" id="3336432"] Wraith Touch and Flame Tongue are awesome! You guys just aren't leveling your units high enough. My units were doing 56 damage with Flame Tongue.[/quote] Not until late game you weren't, and therein lies the problem. The unit multiplier makes both skills amazing lategame but useless early game. Starting militia units will deal a whole 3 damage with these skills. Say you get
I love the new faction skills, they add essential depth and variety. But some of them need some adjusting, IMO: Rush: a great skill, your melee troops rush to the front lines Double Strike: another great skill on paper (I admit I haven't tested it yet >_ Flame Tongue: this one is lacking. In my last game it never did more damage than standard attacks. Up the damage to level x2 or so, add the burning effect, but remove the unit multiplier.
...because it didn't like my text editor. When I used good old Notepad everything is fine. Mental note.
I've had this issue, too.
I'm trying to mod LH but if I change anything, a single number anywhere, in any xml file, then datazip.exe crashes on startup. Why is that?
I like it :)
First and foremost, this is a HUGE step up with several significant advances. Well done! A few things: - New weapon skills are amazing, adding a lot of tactical depth. I want to use them more. Suggestion: lower the cooldowns. - The faction skills are in the same boat, mostly. Soul Spark doesn't feel right to me. 15 mana for ~5 damage is pretty weak. Suggestion: this looks like it'd be a great spam skill: make it cost 3-5 mana
I'm trying to create a spell that does 1 damage per caster level plus 1 per shard. Unfortunately XML defeats me. Here's what I got, but its not working, it always does 0 damage. Can anyone tell me the problem? Unit CurHealth 1
Ok, looks like a random bug. I started a new game and the food cap in my first city was 900. Don't know why it was stuck at 80 in the other game but I can't reproduce it so....
First crack at this mod, I'm 100 turns deep, with 4 cities, and none of them can get more than 80 or so population because of the food limit. I've been researching every food generating building I can find but can't get anywhere near the 450 I need to get my cities to level 2. Is food divided among cities? Did I botch the install? Is this intentional? Or what?
Slight tangent: I think metal and crystal costs need to be smoothed out a bit. If you don't have either one at the beginning of the game then you basically can't build units. Mid-late game the costs skyrocket; a unit with a full set of chain armor costs you upwards of 80 metal. What if there were some low level buildings that added 0.5 of each but did not require a mine and did not have any upgrades? What if there was a spell to conjure some?
I agree with splitting up the city/outpost building - pioneers build cities, scouts or someone else builds outposts. I really like the Masters Affliction paradigm of increasing the monsters. That way the cost of pioneers doesn't matter - the key is clearing out the monsters before you have any hope of settling. It prevents city spamming so much that you feel relieved and accomplished when you finally get to plant one.
I think the easiest solution is to make monsters invariably destroy cities within a certain range of their lair and never leave that area. The AI then faces a simpler scenario: it can't settle till it is able to clear the monster and has done so. Lairs should not be lootable until the monster is dead as well. An even simpler solution than my first suggestion is just making monsters unable to raze cities (just damage them or take x turns to raze them?). This solution
I don't like the AI having monster immunity. A few economic cheats are ok, but not this.
I wholeheartedly agree that spell scaling needs work. The system needs something more than shards for scaling. Something as simple as adding X% per level or spell mastery would go far.
Yes! Usually all the shards are claimed by mid-game, meaning your caster's damage is maxed out. It'd be nice if their base level mattered just as much.
Damn thats a good idea!