leeboy26

leeboy26

Joined Member # 3771455
0 Posts 118 Replies 12,110 Reputation

I love stuff like this that make the world actively hostile. I know Frogboy mentioned a scenario were a messanger pops up asking for 10% of your income and if you refuse castles pop up and start attacking everyone.

12 Replies 46,618 Views

[quote who="OrionM42" reply="12" id="3148942"] Quoting leeboy26, reply 11 When are random events scheduled to be put in? I know that several folks have not seen any "Random Events" in games they have played thus far. But I also know that there ARE at least some, already, in v0.913. I had one: some sort of Kingdom Festival, that had the effect of speeding up all the existing unit builds, in all my settlements, suc

102 Replies 95,337 Views

Pioneer's cultivate. As the Razed city/salted earth feature isn't universally liked, perhaps a better solution would be to have the afflicted land increased by +1, +1 whenever a pioneer is ordered to 'Cultivate' an area (essentially improving the land). Like outposts he dissapears forever. Every further Pioneer increases it by +1, +1 but not above it's original value. This would make losing cities a set-back ra

1 Replies 3,774 Views

[quote who="highcharity9" reply="27" id="3142831"] (don't go smart with me, asswipes (not you, Jafo, I appreciate you). I'll go rampage all over your hide like there's no tomorrow for you.) [/quote] How exactly are you going to carry out that threat? Get your dad on us or something?

82 Replies 279,894 Views

Monsters should be differing threats. Trolls and ogres should destroy outposts, mine etc and when they conquer a town reduce it's population and smash some buildings. Wolves should only kill population. Spiders could attack mines and make them into nests, making more spiders until you retake them. Brigands and bandits should steal resources.

16 Replies 18,994 Views

Combat needs more stuff to make it less of a stats game. More weapon factors- Spears do +25% attack to mounted units, Blunt weapons have a chance to knock prone single-figure units (prone is underused as it is), Axes do bonus damage vs leather armour, sword units sometimes parry and reduce enemy attack by 30%. Fire damage can ignite opponents and do 1-3 damage for 1-10 turns unless opponent saves vs defense. Cold damage can half enemy inititive for 1-10 turns,&nb

16 Replies 6,734 Views

[quote who="Kantok" reply="5" id="3141051"] Quoting StevenAus, reply 4 Doesn't the description say that it starts a fire on the square that lingers for 10 turns? Yes. The fire graphics linger for the appropriate amount of turns too. This was after they had faded. The final one, that I did just to make sure I wasn't nuts when I posted this, was at least 50 turns later. [/quote] Firestorm stays indefinate

12 Replies 17,780 Views

Yeah it's bugged to hell. I destroyed cities with it with impunity and my armies got damaged by invisible residual fires. Also, Dirge of Ceresa is horrifically OP.

2 Replies 2,272 Views

[quote]AI: + Monsters more aggressive about going after nearby cities[/quote] Playing last night and that Morian thing escaped from his nature preserve and razed my favourite city. I wish mundane monsters would do this more often especially toward other factions that seem to get away with building next door to powerful monsters and suffer no attacks.

66 Replies 165,918 Views

Arctic Wastelands- Units without protection from cold sustain 1-2 hp damage every time they move. Deep desert- Very fews monsters except at oasis. Units sustain -10 accuracy, -10 weight encumbrance due to exhaustion and -5 attack. Coastal Plains- Cities once thrived here but are ruins inhabited by twisted creatures. Conquering a ruin nets gold and building materials that reduce construction times in nearest city for current/next building. Highlands- Te

44 Replies 170,807 Views

Played the beta for the first time ever last night expecting a souped-up version of E:WoM that might kill a half-hour or so till I got bored. Stopped playing 7 hours later. Only the lack of enemy faction aggression when at war stood out as a major weakness (They were happy to throw spells at my city tho). Lair monsters seem to be oddly passive towards other factions also especially when cities built near them. Attackers having a chance to retreat (based on move and initiative maybe) wou

323 Replies 259,597 Views

Move random events away from being random and into being “choices”. For instance, an event that currently just random makes everyone go to war instead turns into a council where everyone votes on whether to have a war of finality or an emissary comes and demands you give them 10% of your income, if you fail fortresses appear on the map that begin attacking everyone. Oh good god... yes. I played the bet

53 Replies 221,669 Views

[quote quoting="post"] Random worlds are another big part. I love crazy randomness, in general I'm probably too far on that extreme. I'm amused if I start a game right next to an Ogre lair and he wipes me out on turn 4. It's a little less funny when I'm 200 turns in and I walk into a wildland and every monster in there streams out in a civilization crushing tide of doom. Randomness must have some control. [/quote] I love that stu

112 Replies 323,865 Views