stein220

stein220

Joined Member # 3408409
1 Posts 56 Replies 20,460 Reputation

yeah, i don't want to rush, but we need time to validate that everything is in order before release. Think of what a disaster it would be if the game shipped and the pony wasn't there. think of the children.

21 Replies 28,002 Views

[quote who="Tuidjy" reply="22" id="3249700"] And by the way, I believe that any rushed unit should acquire the 'poorly trained' trait, something like 10% penalty to experience. Forever. [/quote] alternatively, there could be a "poorly trained" weakness that you could give troops to cut down on production times.

37 Replies 65,841 Views

Carrying a stick is one thing, swinging it properly is another story. and you can't just find a branch laying on the ground. you want a nice, thick wood and it needs to be carved right to get the weight distributed how you want. but yes, hopefully the militia build times are reduced a little. overall, though, I think I like the new concept of having to build them early.

37 Replies 65,841 Views

[quote who="Kongdej" reply="9" id="3248601"] The way I read it, might as well use the current cloak-ish concept, but anyways, a seperate magical armour line in the magic tree would be nice. I always hoped warfare and magic be seperated more, instead of the magic tree having upgraded warfare tech stuff. Sincerely ~ Kongdej[/quote] as an alternative to or in addition to magic/elemental resistance, magic leather/chain/scale whatever could grant other bonu

13 Replies 8,184 Views

The "Scholars" trait seems to give +10% research on top of the Knowledge tech. The other tech traits should probably each give another bonus as well. [quote who="Supreme Shogun" reply="5" id="3248072"]Yes, the quest scrolls - unlimited xp and loot for 50 gold a pop. That's outrageously OP. [/quote] I had recently suggested different scrolls with varying levels of quests unlocked by different techs. If this were added or modded in,

33 Replies 22,775 Views

If it isn't nerfed (which I would be ok with), then the Dark Wizard needs to be considered a Strong enemy, along with any quests where he appears. As I've said before about this, powerful enemies are fine but they need to be categorized properly if we're meant to trust the threat ratings.

19 Replies 28,526 Views

1. Yes (at least where monster armies listed Medium or above are concerned because those can kill cities) 2. Mostly no, but sometimes you start near a big one. 3. Yes. I think we've all seen AI cities in Forest Drake breeding grounds. 4. Not often, sometimes. 5. It can if it puts a big enough dent in my empire. An earlier loss is harder to recover from than a later one. I will say this. If mon

44 Replies 23,457 Views

I haven't had this happen to me in a while. Have you tried re-installing the latest full beta version, instead of just the update? I'm not sure if that's the solution but it may be worth a shot.

8 Replies 7,033 Views

[quote who="joeball123" reply="10" id="3247105"]I also support this. Though if you're going to make these changes, please also make the faction traits "Archers" and "No Ranged Weapons" mutually exclusive.[/quote] Same for the "No Armor" weakness and the "Masterwork Chainmail/Light Plate" traits.

20 Replies 38,899 Views

So, I hadn't played much with quest maps as Altar before, but I noticed that they only spawn Strong-level quests. This is useless in the early game when you get the tech. Maybe different techs should unlock different levels of quest maps so you get cheaper, weak ones first and then stronger, more expensive ones later on. I imagine the Breon's Letters and Erog's Journal techs would fit this bill.

4 Replies 37,062 Views

So, when the wildling asked me about the treasure map, I selected the "Take it with you" option because I didn't see the words in quotes. I thought that was what my character was supposed to do (take the map with him). I didn't realize I was telling the wildlings to take the map with them. The options should be more clearly laid out.

1 Replies 3,109 Views

People have suggested making the Path of the Governor buff city defense in various ways. One way would be to give heroes with the path "spells" or abilities themed on medieval fortifications that they call for. These would make governor heroes much more interesting to play since they could actually do something. Boiling oil - AOE spell doing flame damage Hail of stones - drop rocks on attackers heads, i think earth elementals have something that could be duplicated

4 Replies 5,402 Views