[quote who="Angry_Hominid" reply="75" id="3236550"] You should try Civ 5 with the expansion... The AI is significantly better and the game overall is just that much better .. its easy to forget Civ 4 wasnt that good or balanced before its expansions. In saying that Civ 4 remains the greatest TBS game of all time IMO. [/quote] man civ expansion... IS ANOTHER GAME you PAY the expansion having ai working and bala
ddd888
the problems you encounter are all about balance game is too easy, ai is not enough smart, some choices shadow all the other because they are too op etc etc in fact since i started modding the game i enjoy much more playing, many times i end up losing too thats the challenge and replaybility i seek also factions are very much different, the point is the same, when with a single sovereign you can conquer the world you dont care about unique traits, when instead you play
yeah but my point on attacking twice wasnt about number it was about game mechanics what difference does it make if you call it "attack twice" instead of just buffing the main number? its totally equivalent from a gameplay point of view apart that there are minimal difference in numbers outcome in few situations but it would be just a sword with a different rng i want weapons to have gameplay difference much more profound so daggers should do so
staff need a great improvement and balance in vanillla game and sean idea is very good i agree with kong about end game staves but ofc need to see the final balance to judge maybe add evoker bonus to make them scale better end game on champions
[quote who="Werewindlefr" reply="25" id="3236261"] like i said, you are axiomatically assuming plate will always be the best choice Considering how much better a chain/plate troop is compared to a leather/naked one, it's always the best choice. Even if it costs you all your metal, 1 full-plated, horse mounted + late game weapon troop will crush entire AI armies with barely a scratch. And they don't even cost THAT much. [/quote]
[quote who="Werewindlefr" reply="22" id="3236244"] Quoting ddd888, reply 16 this is not common, its very rare tbh And so we should base the balance on the fact that the AI produces only rubbish armies, or should we base it on what a competent player would do? [/quote] like i said, you are axiomatically assuming plate will always be the best choice but its not proven like other things and like i said its not only a ai flaw
[quote who="Kongdej" reply="17" id="3236169"]The worst part is the balance between weapons ATM doesn't count bonus damage from trinkets or traits... or so it would seem anyways. Thats usually why I find the best weapons to be the fastest ones. Sincerely ~ Kongdej[/quote] yes ofc the more stuff you add the more performing is swords for init and for counterattack basically like we say in calculation sword is 1.x times a mace, so whatever f
i counted -1 for weight on maces dont forget we are talking about a specific situation against FULL LEATHER this is not common, its very rare tbh also this calculation didnt prove maces to be far better, just slightly better so basically when in this specific situation you see maces being ok to good but not so much better to notice on the other hand in many other situations swords, spear or 2h are much much better the game offer v
you are right uhm it seems they can work then as source of dps maybe nearly as good as spear, surely more specilized ill update opening post then i was too rude on poor maces it seems also well it seems they have some role after all, mace being good mid game after the unarmored part of the game, when leather comes, while its bad again later when its plate time
also civ PROMISED a good multiplayer i clearly remember posts on official site reassuring community online would have been competitive while it was the worst shit ever, even inferior to civ 4 release that was something i want to forget but yeah ai was ridicolous for months, i won deity np after few days, they just couldnt fight at all
offensive spells work np but the fights arent interesting if everything just cast a green or black fireball :P what make fights interesting is the interaction between the same faction, if you have played wow you understand what i mean thats why i need monsters to do some stuff to each other to make more complex fights anyway yes i thought a bit and few things can be done with passives for example thinking abo
[quote who="seanw3" reply="10" id="3236025"] Say there are two armies, TripD8's Army and Sean's Army. TripD8 has all broadswords, chain, and kiteshields. Sean has chain, and boar spears. [/quote] i never said spears are the worst also spears have immune to counter, ofc they are good vs swords the matchup is instead maces vs swords also in your analysis you forget about defending who attack first
yeah but you guys keep using few assumptions that are not true at all 1) when plate or whatever armor is available that is the best option this is not true ever whatever armor you have available it has a cost, high tier armor has a very high cost and it has to be high so its not like scaling equally in terms of cost its true that a plate win against a sword but plate cost like 5 times more than a sword also plate alone just
yeah leather doesnt have blunt defense ok, but given a X defense swords are so far better it hurts then if that X comes all from leather ok maybe its comparable but early on you shouldnt really fight a war, you mainly go against monsters now with the nerf to basic of armors the % that is really blunt is lower for whatever X a good % will be from traits/skills/generic items/bonuses etc so dunno, ofc its partially caused by ai not building m
well staves are non competitive since they are supposed to be equipped by mages the ones with magic stats accomplish their role, its quite hard to talk about balance because whole spell system would require a balance pass imo, some might be op, like staff of souls
it seems after a long time in the beta weapons are still wip lets examine them in details bows after a long time last patch changed them, i like the direction they are taking, they seem decent to good early game, and "working" later -champions: every assassin and archer is hard to judge but surely its improved, maybe not the best option but seems decent -troops: one of the best options, ranged for weak tr
nothing i give up i tried by brute force so many combination of spell type and subclasses but nothing seems to work did you happen to add one of your modded new skills to creatures instead of champions and see if they work?
they are both very strong they just scale differently magic is too op because its too easy dart scales with lvl traits gives immense scaling shards are random but can improve even more so basically without any effort and a naked mage can do 150 dmg with 1 shot but in some game you may be surrounded early so not having cities and much mana to cast you would feel going warriorish is still the best even for a mage, at least unt
i dont see the point whatever you do, going melee at lvl 1-3 is always better, and putting a spell with a so low cost in mana is bad for later in the game imo
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uhm ok but can i also tweak ai to not cast when those guys are not in play ? for example a wolf mom and wolf children i make mom cast "heal children" that heals 10 hp x (is children) its ok but what happens when all children are dead? i dont want ofc mom to keep casting it what could happen if i add istargetworthy to some multitarget spell? i suppose ai is not ready for such things eh
meh warlock was just so flawed i could play only 2 games and then deleted it also not much differentiation or replaybility, it wasnt good at all apart few mechanics magic was really boring, only creatures were "decent" also city spam was so annoying the worst of strategy games, ever thnx god they thought about some way to lighten the city building otherwise it would have been a game deserving 3/10 or so <p
yes thats what i want buff or heal or whatever stuff that has for target a friendly (for monster) unit ok alternative (not much elegant) is it possible to cast a global with conditions? like we talked in the other thread could i make a global heal that heals only who has "is summoned" ?
this is easily fixable, i just made lair guardians much stronger but lair wandering stuff much weaker (early game) so even if you happen to find early a strong lair you have some time to build and grow around it with not too much disturbance, but lair with grow too eventually so you ll have to find a countermeasure et voila' all perfect if devs want they could make lair not get destroyed on influence but i dont think its right after all,
im still struggling here, anyone has a clue?