So after finally getting to Alliances (which are pretty far down the tree) I finally got some Knights of Asok, not only are they disappointing for how long it takes to get to them, but their wages are 4.6 per turn. My top level troops (Paladins) are an order magnitude better in every way, and their wages are a fourth. The Knights of Asok should be something special. A special weapon that's unique to them. Unique armor, a unique attack. Their wages
Ishantil
I dislike the current road system, because I have nearly no control over what happens. It's certainly workable as is. There were some calls for enhanced immersion. The problem would be the UI elements, I think. I'm not much of a programmer, but I don't mind editing scripts. But I'm rusty on this game series. I needed something interesting to think about today when I was taking inventory. [e digicons]:grin:[/e]
Bug Report: When automatic casting of the spell for Companion (which surprised me the first time it happens), if you accidentally cancel the spell, the game doesn't know what to do, and sits there with nowhere to go. I had to click the auto-complete combat button to get out of it. I would change the Companion ability to a spell with a 99 turn cooldown. That way it's balanced in that it doesn't automatically happen, and it
So I saw a bunch of stuff on the forums about how a lot of people dislike the automagic road system. I have an idea that is sort of a compromise between the automatic road system and building them yourself, which is annoying. While this would mean that players would have to build the roads, it should be hopefully less tedious than running a road-building guy around everywhere the whole game like in Civ. Overall Idea: The overall idea is to ti
Nevertheless, there is no downside to building every available building in every town with very few exceptions (the 100 crystal for a Alchemy Lab, for example). I think that it might be a good idea to put some real world costs into the build tree. We've got iron, crystal, gold, and mana, maybe a few more of the buildings should have up-front costs to go with them. That way, it's not impossible to build everything in the queue, but at least you have to think a
I'm starting to think that there should be young dragons with the big dragons if you wait enough turns. :)
A city with all buildings should be expensive . But right now, I'm pretty much in agreement. I just build nearly everything everywhere, because there is no downside to doing so. The three city types are fairly well balanced against each other, with a focus (and building access) on unit production, mana/research, and economy. Rather than going full-tilt with the maintenance costs, perhaps the requirements (besides production cost) should be made more dif
I see your point about the buildings. Maintenance was in at least some of the builds. In the beginning game it can be a very very steep curve to get your town going if you are choked for cash. Which inhibits having fun in the beginning of the game in my opinion. I am not sure if it should make a comeback or not. I am sort of mixed on whether this adds to the game or not. It's certainly more realistic, but I'm not sure if actually adds
I very rarely can field a hero that's more effective than a unit of Knights or Paladins. Only if I find a particularly awesome weapon drop (in which case, the hero is often incredibly ridiculous) So I tend to run a single hero+army all the time now, with the XP split. If the XP split weren't as severe, I would consider fielding two heroes in a group. These days, what that really means is idling heroes, which I bet is not the intent.
I agree!
I've actually found that the skeleton groups are counted as "weak" but should be counted higher in both XP and threat rating. The effort that it takes to take these guys out can be pretty taxing.
Because it's pluralized as elves. [e digicons]B)[/e]
Not everyone thought it was a bad idea. I think it would be a interesting mod!
Adding new fun strategic resources to fight over and that matter, would be fun. One of Heavenfall's older mods added Elementium to the game as a rare resource. If memory serves, you could use it to make exotic weapons and armor. I think that any new resources added would need to be coupled with something fun to do with them.
I would love to see airships and flying units in the game as well as traditional water navies.
I think there needs to be more incentive for all of the diplomatic options. War included. I am not sure how exactly to accomplish it, though.
So the addition of two additional resource types would effectively add addition complexity to resource collection. I assume your intent is to make conquering and controlling land more meaningful. I like the idea of needing to control land in order to harvest naturally occuring resources. And a war over a forest or access to a mountain range or fresh water would be interesting. Wood: It would be
I rename him Perseus, and then have him go wreck shop.
They are fairly mediocre, I think they should enable the upgrade tag on hired units, myself. That way they could maintain parity. But yeah, the wages are outrageous. I ended up destrying the camp, so I wouldn't have to fire those guys when they spawned, and then subsequently ignored the border towns. But if the specs for the mercs are such that they are not viable, then they should be revisited or taken out of the game.
These guys cost 4.5 a season. Not even close to being worth it. I fired them.
Perhaps I've never gotten a hero high enough to be amazingly uber or something. But I've found that trained units rapidly outstrip heroes due to access to the same equipment but in groups. A unit of cavalry is able to take a considerable amount of punishment and deal excellent damage. Add in a unit of Skirmishers (horse riders with light armor and bows). Now that you can upgrade them, they don't need to be replaced when you get new weapons. By mid-g
Nowhere in the description does it mention that it requires essence, hence my confusion when they are randomly unavailable. That makes a lot of sense now, thanks, parrotmath!
So....how come stuff keeps disappearing out of my build window?
Yeah, I the party I was using was probably underpowered. I had had a few games going and ended up being annoyed enough that I wanted to go do something else. So I finished up a light novel I was reading on my Kindle instead. I think that the game is coming together, though. It looks like it needs a few rough edges polished off. I'm looking forward to what the modding community will put together. I'm sure Heavenfall will engage the game with
I swear something is up with this. [e digicons]:waaaa:[/e] I just watched a group of three butchermen dodge every one of my attacks and roll max damage and oneshot two units. It was so impressive I quit playing in frustration. Just too annoyed to continue. [e digicons]:annoyed:[/e] Just some of the stuff the computer pulls off seems...unlikely. Like Dodge, dodge, dodge, one-shot dude with max damage, dodge, dodge, dodge, ragequit.