we are (and have been) looking for more ways to give players interesting choices in the early game (particularly the first 10-30 turns). Look for some changes to this effect in the future... For one I whole heartedly agree that you should start with a small amount of materials, not enough to neglect needing a workshop at some point soon but enough to give you options with your first couple buildings.
Kestral2040
yea, as said before this is a known issue and is not how we intended them to function. We have a fix that appears to be working internally, look for it in an upcoming beta build, as this is going to drastically increase the income for your faction in the late game there is a very high probability that the numbers on these improvements will have to be fiddled with. Either that or maintenance costs may have to go up slightly to find a better middle ground (obviously not up to scale
thanks for the feedback!
[quote who="Trojasmic" reply="102" id="2826055"]Unfortunately, the fanboys outnumber the non-fanboys so I won't be able to say much here without getting trounced ... (all the non-fanboys have left the building). I'm glad we're getting a few new spells to try out and a new game mechanics: global mana pool and tactical battle attack/dodge. The reasons 1.1 will be underwhelming still remain: 1) no improvement to AI ... Every game I've played I've pla
[quote who="Gazz_" reply="59" id="2825947"]One important point on spell design: Please keep the resist calculation in the Spell.xml instead of making it a hardcoded black box system. The spells calculate their damage therre, they can also calculate their resist chance. That ensures some desperately needed flexibility like... Other resists: Just because there is a "magic resistance" stat... that doesn't mean that every spell has to use it.<br /
[quote who="nikmesh" reply="134" id="2822509"] Derek Paxton or Kestral, has it been at all considered having armor being detrimental to dodge? The way I thought it could work for example is each armor weight class could halve a units dodge score. This could only work if dodge was made more powerful to account for the halving effect and that dodge would be at it's most effecient when used in light armor -Padded and leather armors-, with reduced effects on medium armors.[/quote] in
[quote who="FatNonFree" reply="125" id="2822425"] Quoting Kestral2040, reply 124 Quoting cephalo, reply 123All this stuff sounds like an enormous improvement. I do still have concerns about the I go You go combat. Especially in range combat, you have a situation where the team that can attack first can greatly hamper their opponents ability to retaliate, simply because they went first. I would very much like to see an initiative system, so that every battle doesn't play out like an
[quote who="cephalo" reply="123" id="2822414"]All this stuff sounds like an enormous improvement. I do still have concerns about the I go You go combat. Especially in range combat, you have a situation where the team that can attack first can greatly hamper their opponents ability to retaliate, simply because they went first. I would very much like to see an initiative system, so that every battle doesn't play out like an ambush.[/quote] its coming but not in 1.1 :)
[quote who="Werewindlefr" reply="105" id="2822304"]So, I have a few questions: -Aren't you afraid that Dexterity, as previously mentioned, will become the dump stat? Maybe it'd be nice to tie accuracy to Dexterity, or to make dodge scale better with higher levels of dexterity. As it is now, a Str 40 hero looks clearly better than a Dex 40 hero; although it is true that I can't know without trying first. -Are there plans to make the tactical battles somewhat more... wll,
some quick feedback: [quote who="Gwenio1" reply="2" id="2821875"] quoting postThere are a lot of UI improvements, one of my favorites is the city idle popup. You now get warned when a city has nothing let in its queue, and you have the opportunity to jump right to it. I would think a popup that tell you that there ARE idle when you try to end turn and asks "Are you sure you want to proceed to the next turn?" would be better (with the ability to mark cities
I just want to re-inforce Derek's point from before, this contest is just here because we think it will be fun for the community. The spell wishlist/feedback forum is different in that it is a place where you can share cool ideas for spells and mechanics, however, we aren't looking to simply pull spells from there directly into the game. This contest is so someone can look at a spell in the game and have the joy of saying "I came up with that". Also don't take a des
[quote who="Lord Xia" reply="96" id="2819063"]I just want to say, I am refusing to take the blame for the derail of this thread. [/quote] Clearly this is all my fault. My full name is Tobias, so go ahead and call me that and call it a day. I'm sure no one has a problem with Gobias Industries, right?
[quote who="Lord Xia" reply="7" id="2817124"]What happened to Kunta, aka Toby? He's not back from that mysterious part of the world where there is no internet? Also, Brad touches all his staff, doesn't he? You know, bad touches. Point to the part on the doll where he touches you Derek and we can take him away so he can never hurt you like that again...[/quote] I'm back from foreign lands, but I've been SO busy tr
good stat suggestions, I do have some idea of my own (and some mesh up with yours). Also would like to point out as of 1.09 stacked units in combat should be rolling individually in fights (IE if there are 3 guys and it says total attack 30 each it will roll a 10 attack 3 times). Need to come up with a better way to represent this distinction in the UI to the user (I have some ideas), hopefully will get something in for that soon. Also wanted to let people k
[quote who="Viperswhip" reply="118" id="2809198"]Please make it so your children can also cast imbue champion. They are channelers as well aren't they? Or did that change as well, either that, or make combat oriented heroes way more effective. As it is, only the spellcasters remain useful in late game.[/quote] Along with what Brad said about mana maintenance, we also have another idea in the pipe to make champions/children more interesting/powerful then created units. Its a post
[quote who="perigrine23" reply="111" id="2808366"]Istari, I think you are trying to make a system that seems simple and elegant much more complicated than it needs to be. Your kingdom generates mana, you and those heroes you imbue can draw on that mana reserve to cast spells depending on their INT/WIS. If it's the lore that's troubling you, remember that they have said that under the new system the concept is that only the sovereign can cast spells, but can imbue other h
[quote who="Brainsucker" reply="101" id="2807930"]Looking at how the concept has changed and the stats have lost their previous function, shouldn't the stats should be revamp and change, too? [/quote] I would like to address all our base stats and their purpose and re-balance them, however, its probably out of scope for the 1.1 patch and will have to be saved for a later update. [quote who="Tridus" reply="103" id="2808040"]Having spells not scale well
[quote who="NeoWolfen" reply="83" id="2807665"] Hey Toby The changes sound great.. but what abotu the technical fixes for 1.1? Will we finally have that out of memory error fixed? Will the random self renaming of cities to enemy faction city names also be fixed finally? and finally will the END TURN not functioning after a few hundred turns also be resolved? As right now these CONTINUE to be the issues that prevent me getting any enjoyment out of what wo
[quote who="Istari" reply="79" id="2807625"] Firstly, it's so great of you to actually take the time to answer all these questions being thrown at you, and I think that is very highly appreciated by everyone here, (even by those who might be considered to be in the troll party). Having said that, I'm not too excited about having my champions lifting mana from my sovereigns' magic bag. Brad had mentioned that the sovereign will have some type of omniscience, and will be able to
[quote who="Annatar11" reply="65" id="2807366"]Getting rid of INT influence on spell damage seems like a very bad idea to me. Consider that weapon damage still scales with STR, so as your Sovereign levels up and raises his STR, the weapon will do more and more damage. This is not the case with a spell. Once you can cast that spell, your sovereign's level won't affect its damage at all. That not only leads to the majority of spells being left completely unused by the end-game because it never
[quote who="ElanaAhova" reply="30" id="2806889"] Are all 'specialists' going to be interchangeable (the 'same')? If they are, they merely become a generic bottle neck on city choices - and a sad implementation of an idea that holds so much promise. Or ( hope) will these specialists actually be individuals, each with their own strengths and weaknesses? Also, will NPCs that the SOV "hires" (-ie 'heroines) be able to serve as "specialists." [/quote]<
[quote who="Heavenfall" reply="22" id="2806823"]Sorry for following up again, but if you have a small starting city that is like other cities, then this city still needs to produce 1 material and 1 tech at the very least. So how exactly is the city spam issue solved? I mean I understand that there will be great benefits to building large towns, but - is there something actually promoting the player from not building large towns AND THEN a small town in every little nook and cranny?
[quote who="Heavenfall" reply="16" id="2806763"]So I guess FOOD and PRESTIGE are much more important now, as you'll want to maximize their use to gain the largest population. A small city with only 10 inhabitants would be rather useless, compared to a larger city with 1500 inhabitants. How does these population changes affect the city leveling system (primarily, the city leveling system seems to be in place to limit the best buildings from being made quickly, or cheaply,
[quote who="Gazz_" reply="9" id="2806731"] Quoting Kestral2040, reply 5Quoting docbates7, reply 2Toby - sounds great. are the specialists going to be a "global" resource ala the rest of the resources or are they city specific? global, people do move don't they? If "people just move whereever needed", population growth of a particular city would be irrelevant because every city could be balanced on the fly to house the desired portion of your empire's s
[quote who="docbates7" reply="7" id="2806720"] global, people do move don't they? works for me. actually i rather like the idea of having a massive capital city generating citizens, then (theoretically) shipping them off to the hinterlands so i can expand my kingdom. bwahahaha. but yes, like the idea.[/quote] actually I guess I kind of misspoke, its less like they are moving and more like a commute :) basically I'm saying on their