Ishantil

Ishantil

Joined Member # 616311
33 Posts 189 Replies 405 Reputation

While I do agree that to-hit and damage rolls should be separate, we have to work with what we have. I'm not sure the current combat system can model "armor penetration" so to make up for it, right now, we can only really add more onto the damage dealt by the weaponry.

35 Replies 22,758 Views

Couldn't you simply have arrows as a "pack" item that adds to the ATK rating? You should be able to require that the unit be equipped with a bow in order to equip the arrows. This way, you could upgrade to broadheads, pile arrows, and then magical versions that unlock "magical ranged weapons" in the magic tree or somesuch. Here's how I would expand bows: Short Bow (4 ATK, 2 combat speed) Long Bow (6 ATK, 2 combat speed) Recurve Longbow (8 ATK, 2 com

35 Replies 22,758 Views

I would recommend something along these lines: 1. Starting 2. +1HP per unit 3. +1ATK per unit 4. +1 Def per unit 5. +0.5 Combat speed (unit group) Also, I'd like to see everything in the game get a little bit of XP per turn.

3 Replies 5,696 Views

Here's how I see it: There needs to be a unit manager UI (remember the fleet manager?) to manage existing troops. In this UI, there would be formation, and individual units. If you want to combine units, you have to re-train/equip them with all the same stuff, then you combine them into a unit (1 turn or something to train as a unit).

11 Replies 12,255 Views

Hey Zelgath, I'm not remembering the argument that you are talking about. Could I get a quote or some background? I've always thought that there should be "enough" micro. Right now, managing larger empires is a pain in the butt. I don't want to have three cities. I want a world spanning empire. I should be able to micro that enough to my satisfaction. Tweaking, as it were. But it should be optional, not required. I prefe

9 Replies 11,860 Views

The button inside the cast spell dialog that allows you actually cast spells disappears randomly. Once it's in the saved game seed, all subsequent saved games will then have it. This basically ruins 150 turn games completely. The music bug, which is repeatable and always happens with a single save, is current in this as well. Seemingly at random, the music will no longer change based on game mechanic changes. For example, if you switch to the options screen, the main

4 Replies 2,716 Views

Section 5: Spell Books I feel that spell book roles need to be altered in order to add more variety to the game. This will allow players (and even AI players) the ability to choose a style of play. As it stands, the are too many similarities amongst the four primary spell books (earth, fire, air, water).

9 Replies 11,860 Views

Section 4: Magical Research Magical research is too simplistic and affected enough by in game mechanics. As it stands, you have access to all the spells in a book, simply by choosing it upon character creation. This section replaces the existing way that magic spells are researched, unlocked, and chosen.

9 Replies 11,860 Views

Section 2: Spell Categories Five main groups of spells, Tactical, Strategic, Domain, Global, and Champion. The first four are available to the Sovereign only, the last is available only to champions and is built from the first four. 1. Tactical Spells : These spells are your combat spells. Fireball, Ice Lance, Fear, whatever. These would represent your current run "tactical" spells. All of these would be available to

9 Replies 11,860 Views

Section 1: Mana pools, mana management, casting spells 1. Mana : Mana needs to be a resource like gold. This lets you manage it, build it up for awesome stuff, and be able to add to it as loot. Elementium crystals, mana shards, whatever. With mana being a share resource, it's a lot easier to balance various sources of things (shards, buildings, characters, magic items, etc). It only represents how much spells cost.&nbs

9 Replies 11,860 Views

In MoM, if I recall correctly, every single thing got 1XP per turn. Just for being there. I like this idea. I may need some adjustment as the leveling scales are't quite the same in EWOM, but something lke that is a simple solution. Basically, any tiem someone isn't fighting, they are getting experience doing something. Walking around avoiding people, killing monsters, or doing drills and tactics in the garrison. Better yet, have a building that increases

1 Replies 5,021 Views

@Robert: Good idea. @Luketan: Luke-tan..like Mio-tan? Also, the reason that D&D 4.0 is boring is because everything is "balanced" and incredibly bland. Each spellbook should be balanced by each having strenghts and weaknesses. That doesn't mean "every other book has the same access to whatever" Being able to heal your guys as fast as they can be damaged is balanced against direct damage spells, for example. It's okay for them to no

27 Replies 21,430 Views

A lot of good ideas in here. I'm still working on the document to inlcude a lot of them. I will probably update it this evening. I would apprecite it if you guys would give me some feedback, when the time comes. I'll bump it artificially :) Thanks, Ishantil

27 Replies 21,430 Views

I really liked the customization system and the overall magic system in MoM. While the balance got a little tricky, the the sheer amount of variety and gameplay choices you could make was incredible. It's really too bad that Sid Meier never learned that from Microprose. They took the system that existed and improved by it is basically every way. Tactical combat made stacks of units obsolete. Elemental is headed in the right direction. If we can get Stardo

27 Replies 21,430 Views

Great points here, nikmesh. There are a number of excellent traits in Master of Magic that should definitely carry over to EWOM. Antipode (Fire and Ice, Earth and Air) from ChronoTrigger is a great example. Wall of Lava would be a good example of fire/earth. How about Tetra Disaster, strikes with Earth, Fire, Wind, Water. Four spell effects! I will include these in my doc, if you don't mind :)

27 Replies 21,430 Views