I like this thread. A Lot. I agree.
Supreme Shogun
But he swung his pointy thing in their general direction. [e digicons]:grin:[/e]
Where do you get 12 is the minimum? Do you have a life shard? Cause the spell description says 8 + (4 per life shard ). According to CoreSpells.xml, it's going to be the same every time unless the number of life shards changes.
[quote who="DsRaider" reply="3" id="3214410"]Quoting BlackRainZ, reply 2Yes, do not make city enhancements less powerful. They are limited by essence. I wouldn't mind making them more expensive to cast though. Other points you make are good, especially with the binding trait (those elementals are useless) The problem is that most of them get more powerful the more essence you get. With Oracles and Pools 3 essence isn't that rare. Thus by using one essence spot you can
good ideas!
My tactful way of agreeing is yes, the spells do need some work. Not only would I like to see some tweaked and fixed, but new ones as well.
Well we'll still have something to fal back on if they don't . [e digicons]:grin:[/e]
Loving your changes man. Seeing Obsidian Golems wander around, love it. Haven't tested a whole lot but 1st game to 100 turns, I had 2 towns, Yithril 1, and Resoln 3, medium map, balanced, dense, 6 players including self. Hadn't met any other players yet. Yithril's only 'problem' so to speak is it is next to me and wildlands. So that faction is doomed later, but its not at a huge gap, challenging aft
[quote who="BlackRainZ" reply="44" id="3214335"]I decided to try lowering pioneers to 150 gold. I played a large map with dense monsters. Just 4 factions and me. I wasnt actually playing just observing what was going on. The AI was having a very difficult time expanding because the monsters were wiping them out. By turn 100 only krax had multiple cities (4) but that is because I forgot to lower their wealth ability which gives them a huge advantage but they had actually lost 2 of those towns
You're right, but I had just started "use mods" this past week. I'd have to get rid of anything that would be duplicate, plus do things like add negative number in for wealthy, etc. Yes as you say, it is complicated. Some of things I have been doing is new so up until we get to here it's all fine. If I can get it all to work that way I'll let you know. I'm going to get what I can to work. I co
haha! Defend those towns, escort those pioneers. [e digicons]>_>[/e] Just want to make a comment about mods, no offence is meant, but there's another way to do it. Like under game options check the box that says "use mods". In my \mygames\FallenEnchantress\mods folder I already had one for Forgotten Realms mod (just working on my own custom factions for now mainly ) . I would make another folder and call it Balance mo
Another thing I realzed, is wildlands vs anywhere else. It is exactly as dangerous there as I wanted the entire world to be. So my latest thoughts would be to find a way to increase number of wildlands that get spawn/created or increase their radius. Which would leave a lot less peaceful zones. [e digicons]}:)[/e]
Man. Want to play it already. Totally my kind of game now.
It must have sounded good on paper or something. Totally not worth it now.
Essence isn't optional it's downright mandatory. To top it off, a city with no essence means no city enchants. It's that important. You can't even cast.
I'd like to try out your mod cause all these changes are right up my alley [e digicons]:inlove:[/e] I was also thinking about the following changes: Tower of Dominion gives +1 essence in addition to other things it does, the pariden outpost spell's mana cost getting upped to 3/ turn.
Could you lead him / them on a tour of the AI player's cities ? [e digicons]O:)[/e]
You are quite right NorsemanViking. I agree.
[quote who="Murteas" reply="5" id="3211147"]I'm interested in how this works out. Will this give the pariden spell too much power when they can "spam" outposts with magic?[/quote] IIRC, the magic outpost spell has a mana upkeep. They will still have an advantage, but you could say mod that to 2 or 3 mana per turn instead of 1. That way it's not unlimited.
I can' t say I agree with #3, that is what teching up is for. But I agree there's some serious issue about when, what and how they're grouped.
Well it was kind of odd seeing as how your sovereign didn't retire but he/she could have more children. From a playertester viewpoint it was a way to get free spellcasting champions. In the earlier game you had only your sovereign at first. Then you could share your casting ability by casting the imbue champion spell (for the life of me I can't remember the cost, perhaps it was life/hp in addition to the mana, plus it had a mana upkeep ) Children we
Interesting. King of the wildlands. Could be fun :)
[quote who="GFireflyE" reply="1" id="3213087"] Despite not doing damage, water's 'slow' and air's 'haste' really allow your units to do more damage. Earth tends to prevent damage. However, I do agree, it would be nice if you could choose any elemental shard route and have at least some way to doing ranged elemental damage as the caster...[/quote] ^This.
Looks good and I would prefer or use the grainy over the not for myself.
*kicks and screams* But seriously, naval units, archipelago type maps, coastal bonuses, bombardment. There's a lot we're missing!