DsRaider

DsRaider

Joined Member # 3393970
2 Posts 393 Replies 25,104 Reputation

First of all is it possible to use a faction/player ability to grant all the units for a faction an ability or trait. Secondly is it possible to create improvements built on resources that don't need to be built under ZoC. I know you used to be able to do this through a bug...

2 Replies 2,572 Views

From 1.01 Patchlog. [Quote]Added functionality to the KillChampion trigger so that we can give all of the dead champ's items/equipment to the sovereign[/Quote] I would be happy just to start a good conversation on how to create and improve campaigns. What in particular did you guys like or dislike in the available scenario.

19 Replies 13,155 Views

So I just finished the Campaign and I have to say it was about what I expected, as in kinda boring. D+. I know this probably isn't a priority but some relatively small changes would make a big difference in making the campaign much more interesting to and fun to play. If the campaign is a as is kinda thing then still when either Stardock or Modders add more scenarios here are some ways to improve on the current campaign. The Good: -I

19 Replies 13,155 Views

I dislike his comments on the writing. I read a lot of fantasy and play a lot of games and found the writing to be better then average, although some of his other criticisms about balance were accurate. I'm also more then a little irked he called the game soulless, without giving a real reason why... It seems like a cheap shot that has more to do with personal test then anything unless he explains. That said he did score it about where it deserves.

32 Replies 47,217 Views

There are a bunch of things I would like to see tweaked to make more modding possible. 1. Roads : Currently trading, road building and caravans are almost completely unmodable. I would like tags so we can create roads between cities in different ways like spells, units, abilities, and treaties. Not just a single tile at a ti

60 Replies 192,717 Views

[quote]Trogs don't get +1 attack anymore, instead they have the Berserk ability that increases their attack but does damage each turn Added the tough faction trait, +10% hit points for all units, Yirthril begins with it[/quote] I like all the changes but these two are the best. I wonder if the trog berserk is taken from this post , if so I hope we see more racial active abilities later.

88 Replies 342,137 Views

[quote who="seanw3" reply="10" id="3253545"]Maybe Pariden should get -1Hp per level, but +2Hp per earthshard? That could be a nice balance. It pushes them to really go after shards.[/quote] This plus a massive boost to the wraith ability. So it becomes 2 health per unit killed instead of 3 per group killed, or just 20% health drain on attack. That way Wraiths and Amarians become unique instead of generic.

15 Replies 9,875 Views

[quote who="parrottmath" reply="8" id="3253256"]I thought that this was established by having two sets of difficulties on the two different screens. I agree that it may lead to some confusion of why their are two different levels of difficulties, but I believe that this will raise enough questions for the players to realize that their are two separate difficulty settings and probably lead to a lot of forum questions. I believe this should at least be in the FAQ on the forum for new gamers.<br

9 Replies 6,389 Views

[quote who="Lord Xia" reply="13" id="3253152"]Lady Porcupine is probably the worst built Sov in the game. She has spent all her sov points on 3 magic paths, 2 of which she could easily get through her nations enchanters ability, and has that terrible inefficiency ability to pay for it. [/quote] She is also a summoner with the worst possible magic books for summoning. Fire and Earth are best with water a poor third. Inefficiency is by far the worst negative

51 Replies 86,681 Views

[quote who="Mistwraithe" reply="96" id="3251776"]That might be true BUT only if the country is generating a large number of jobs of some sort which 'the poor' can do to earn a relatively small income which is still large enough for them to live reasonably. The basic scenario Frogboy is foreseeing suggests that this will only be possible with some sort of deliberate job creation (ie wealth redistribution with another name) because automation will perform an ever increasing number of jo

207 Replies 527,276 Views

[quote who="taltamir" reply="91" id="3251574"]My knowledge of sweden before was limited to its very strong banking system with its secrecy and willingness to act as a tax shelter.[/quote] That's Switzerland, but the rest of your analysis is correct. The successful Nordic welfare states are very unique, incredibly hard to replicate because of culture, not as left leaning as you would think, and generally moving rightward not further to the left. I

207 Replies 527,276 Views

[quote who="Gammit10" reply="80" id="3250779"]All productivity and talent being equal, to me, the mark of a good leader is one who lets his bottom line take a hit before his workers.[/quote] And then they go out of business and everyone gets fired, or they get acquired in a hostile takeover and the new owners fire people. One time non-binding bonuses aside this is what will always happen over the long time. Business is by nature a Darwinian struggle where only the most profitable surv

207 Replies 527,276 Views

[quote who="Supreme Shogun" reply="62" id="3250399"]Granted he is not of the scale and gross malfeasance of a robber baron, but I would call him "robber baron lite".[/quote] Based on? Don't get me wrong I'm not American and I don't like the man, mostly because he changes his position on issues every 5 minutes, but what I have read from neutral sources reveals that to be baseless slander. Seriously do you even have any real knowledge of his work history?

207 Replies 527,276 Views

[quote]I dislike the monster unpredictability and weird behavior.[/quote] I have looked into this and the main thing I have noticed is that most lairs have this tag: 1 By setting that to 0 you could make it so the guardians never leave their lairs. Then you could manually set a wandering radius for those monsters instead or just have separate wanderers spawn over time instead. Fr

7 Replies 6,839 Views