Yep. Downright evil. Better use those turns wisely or else then. Should be enough time to tech and build some basic units.
Supreme Shogun
I'd like a summoner hero to be viable but it needs some help. Cause they're aren't that many summon spells. You can only have just one. Getting summon I, II, III skills to come up is just as hard as getting the right magic flavor to level up. Very hard. The random number generator is a merciless god. anyways..
I disagree with the ideas. Bumping attack values on weapons (question is how much) but even a small boost makes units way better than champions. There is a careful line of balance. Even though I don't care too much for wealthy / betrayers. I don't like prestige increasing costs.
Sweet Jumping Jesus, what a douchebag. Person didn't know how good they have it. I'd love to work for Stardock.
I just want to provide some feedback and impressions. First off I removed my own changes to weapons and installed the latest version overtop of it. The old phrase be careful what you ask for, you might just get it (more aggressive monsters). Applies. Game settings: I changed monsters from dense down to moderate, play challenging, and moderate. 4-5 AI on medium map. * Darkling armies need to be tweaked down. Warg riders - wtfpwning you
[quote who="seanw3" reply="19" id="3220477"]@Supreme Shogun, Did you take a look at my balance mod's weapon changes? I have a pretty solid progression there. My design assumes that higher tier weapons needs to be slightly better than the previous ones, without making the old weapons completely obsolete. One thing that helps me is having an xml equation that shows me the min/max damage a weapon will do against full sets of each armor type. I suggest making one for anybody t
I had my own experience with this, where I had over 300 influence and still couldn't build it. The problem sometimes is that if you need more crystal, the popup will still say not enough influence. So watch out for this phenomenon.
I also think that after level 4, you should be guaranteed at least one trait from your chosen path. In addition. The RNG is a merciless god.
Yes, every magic flavor could use its own range of summons, since one cannot master ALL. Mages are going to specialize.
I'm still saying it's all too easy. Every victory. Conquest is easy cause the AI needs help. Alliance is easy. Spell of Making is easy. In fact, it's even easier than Alliance when it comes to placement on the research tree. Since magic victory is more or less research victory, it should be farther back. I am not advocating adding more time just for the sake of adding more time. Pushing it up the tree is only one part of it.&nb
needs more damage doer type spells and summonses.
Needs more summons as all magic types do. Pretty solid when it comes to doin damage at any rank of fire magic.
Air has no summons and needs more like all branches do. Could stand to have low level damage doer type spell. Do not like randomness of storm.
Water has like zero in the way of low level damage doers. needs more summons as all branches do.
Depending on what values attack and defence are set at for units, champs and sovs, monsters will have to be looked at as well. Even if nothing is done now, I'd say that something as powerful as an Ashwake Dragon should have better than 30 DEF and 39 ATT, I am staring at one in my challenging game. Since I have looked at armor values. A guy wearing all plate could expect to have an armor rating of 56, adding to it another 20 when defending with shield av
I was thinking of unit enchantments, but why not have them work on cities. Good point.
Good one. I like Sanctify Magic.
My hope is that all victories are in the late game. I suspect conquest will get harder as the AI plays better. It just seems an I win button and I don't have to bother doing anything else. I also wonder that, do the AI even know? and secondly do they care? There's a popup in the faction power window. I assume this is to let everyone know. If everyone did declare war on you and tried to stop you,
Ouch. Interesting to read peoples comments at the end too.
[quote who="hntr101" reply="5" id="3220375"]On the same subject, I constructed an outpost next to a dragon expecting to be attacked and it never did. I think if a territory overlaps a stationary unit, that unit should attack the outpost or city then go back stationary. The area should be cleared before constructing outpost or be prepared to be attacked.[/quote] I agree.
Right on guys. I would like to see more 1 point options at the time of equipping your Sov. Why not one of those basic staves that do ranged? You can get a bow for 0 or 1 points depending on how strong it is. In regards to headgear, not a single pointy item. Maybe this was to get away from stereo-types. But still the thought is there, hats that are just barely defensive at all, but help your mageliness. Also could ha
Seeing as how attack values are nowhere near defence, I would have to think they did so. Unless they went about seriously weakening armor. Which I don't see them doing. The other option I can imagine, would be to redesign both attack and defence values (As Mqpiffle and Cogburn stated about designing themselves into a corner). Take more work. Well by tossing out some numbers I was hoping to give a starting point if they hadn&
[quote who="mqpiffle" reply="50" id="3220303"]I'd hate to see non armored or lightly armored units become completely meaningless vs plate or other heavy armors. Item weight and the encumbrance system also need to play more of a factor in the equation. -4 init penalty means nothing to a heavily encumbered unit. [/quote] You are absolutely right. Perhaps even so far as Light encumber =0 Medium -10 and Heavy -20. My
I was thinking about mage battles and what is currently here. I think there needs to be more choices as to what to do to enchantments. I was even thinking these could be made combo spells or not. I was also thinking that in addition to having a spell mastery vs resist kind of check, there's also a 1 turn cast time, so opposing mages have a chance to keep their enchants/ get back at the mage casting this kind of spell. <span style="text-decoration: line-thro
I have to report since I've been experimenting with increased attack (see my long post in DEFENCE stat thread ) that by upping the attack values of weapons as a whole. Units become far better. Low level heroes can get pwned by armies of mites. A 3rd level darkling shaman will own a low level hero. Sounds like I'm beating my own drum, but increase attack values of weapons a bit and see. Armies of bandits are actually scary. Makes you want