StillSingle

StillSingle

Joined Member # 4051907
0 Posts 36 Replies 9,700 Reputation

From my experience (in .85, sorry haven't got a chance to tinker with .86 yet), My lvl 7 Sov can do between 30-80 damage with the maul one hand axe. This axe does not decrease initiative. Each hit doesn between 5-10 damage. The bigger weapons that can do larger one hit damage seem to always reduce initiative, therefore getting less attacks in. Would it be possible to have a seperate module for just battles that we can pick what units and equipment are duelin

13 Replies 8,651 Views

For example the butcherman quest. The final quest location you have to kill stuff. Either of the following solutions I think would work well: Treat the final quest location as an enemy unit, therefore the prebattle screen would show up if you choose the fight option in the quest. This would allow you to NOT fight the battle then, and come back when you have a bigger army. The quest location should remain. Allow you to walk onto the tile l

0 Replies 1,143 Views

Currently the only threat ratings I have seen are: Weak, Medium, Strong, Deadly. While these four are OK for armies of more than one unit, I think it would be helpful of fleshing out the categories by 2 or 3 threat levels for individual units. Secondly, in the pre-battle window where you can choose to fight or not (here because it would save processing time compared to putting it on the strategic map), a chance to win % shuold be displayed to help us decide whether w

2 Replies 1,718 Views

Currently there is no way to threaten war if some demand is not met. I should be able to select "Not declare war for x turns" as an option. Obviously have a corresponding diplomatice value tied to it. probably calculate it largely on distance, and army sizes/might, rather than the normal value algorithm. As it is purely a choice of deal with a fight now, or defer it at a cost.

0 Replies 512 Views

Just played on normal. attacked it with 3x firemages (the first firestaff), and 2 spearmen with leather armour and my Sov (lvl 8) with the mauling axe, stats about 20 att, 10-15 def. Lost the spearmen. buffed the sov with haste (had lots of traits that gave plus initiaitive. Basically would go in attack, get hit once, retreat to where mr wurm couldn't hit the sov, heal, heal, heal some more. Then go in when I got 2 turns before the wurm, attack, then m

4 Replies 1,237 Views

Torax is the big worm thing out of the chasm?? Well, that's the boss I'm talking about anyways. This battlefield needs to show more clearly what the melee units are supposed to do to attack the worm. Ie, I couldn't line the wall of the chasm with melee units, I could only send a unit to the edge when it was next to mr wurm (and would then auto attack, then get chomped to death). More specific ai feedback would have helped me realise this earlier.</p

4 Replies 1,237 Views

Hey sir frogler. Don't know if it was fixed in .86, but below is the scenario which happens everytime before damage is dealt. Sov + 3 groups of militia (or other low defense, high attack units). Sov has higher defense than militia. Sov has lower attack than militia. Sov goes first, moves forward (should be in range of enemy move). Militia move forward to one square behind the sov, out

0 Replies 783 Views

There seems to be too many cross tree pre-requisites in the tech tree to really specialise into one of the three particular paths. I get from a "if this is a real world" perspective why Arcane Armour would also need Heavy Armour to be researched first, however from a game perspective, it caused me to not be able to specialise all the way up the magic tree (in this particular game I had tons of crystal). The above is just one example, and the magic tree actually has the least not

0 Replies 599 Views

I agree with the sentiments above. Its not fireball that is overpowered nor is it underpowered. Used by a non initiaitive boosted character in the right circumstances, can be very useful, but not the only choice. I agree that the +10 (50% bonus on base initiative) is way too high

28 Replies 11,508 Views

The current weapon choices are all based on (I think) greatest effect. Which is fine in nearly every design, except where you want to create a unit that specifically will do a type of elemental damage. There needs to be a upgradeable weapon by elemental type (melee and ranged version if needed). Then I can create an ice mage, and they wiill get the better ice staff later when I research the tech.

0 Replies 603 Views

The base units you guys and gals have put in upgrade perfectly to either the best mundane or magic weapon available. However, a designed unit (by me) using the upgradeable two handed pointy stick option, wouldn't upgrade from the first spear to the frost spear (first magic spear which is much better). When I got the civic tech that unlocked the boar spear (second worst spear), the units upgraded to that. I'm guessing the check you're using is different in

0 Replies 576 Views

I think that the tools to balance the unit design process are in place now. They just need some tweaking. Following are my assumptions on what equipment and traits cost, and then an algabraic representation of what I think wuold create balance and options. I will be largely focusing on encumberance as a general measure, as I believe there is a fine line balance between making people have choices (ie not ooo new tech therefore reate new unit with maximum everything) and

56 Replies 34,594 Views

[quote who="CdrRogdan" reply="9" id="3070334"] @Stillsingle I wouldn't wish the one-unit-kill mechanic on anyone. It is a -terrible- method of balancing unit strength and it makes me cry in my sleep just thinking about it. [/quote] Now that I think of it in isolation and taking it to the extreme, yeah it sounds bad. However in the spirit in which I discussed it, becomes balanced and causes the rock papper scissors scenario, per the thread I mentioned. &nb

10 Replies 7,603 Views

[quote who="maniakos" reply="7" id="3070292"]This falls along the lines of the need to cap spell casting with a channeling mechanic ala MoM, to avoid having the ability to spend 1000's of mana on a single turn. It isn't a matter if the spell being global or not. A character must have the right skill level to use/learn it, regardless of what has transpired in the game. What I'm talking about would be allowing skill 1 fire mage to cast fireball (a skill 3 spell) because y

10 Replies 7,603 Views

[quote who="maniakos" reply="5" id="3070266"]I would like to see other sources of mana being added to the game. So I'm concerned. I would like to see 2 way alchemy for instance. I would also like to see finding new rare spells in ruins. The current system is "all spells come from picks" That being said, with the current balance of the game as it is, a single end game spell can ruin the AI's day. I tend to conserve my mana always for those early big casts. Try sav

10 Replies 7,603 Views

[quote who="maniakos" reply="3" id="3070227"] I feel it is currently a waste of picks. I loved when learning new spells was a different mechanic, and you had a choice and had to prioritize. I would be partially happy if the spell perks gave more bonuses say +2 int or spell mastery or something else. [/quote] I think if the balance of Spells vs Melee is fixed, upgrading spell disciplnes will become less of a waste of picks. Then there would be a good choice betwee

10 Replies 7,603 Views

I like the base troop types that each race has, however, I though it would be better if they were initially designed with the upgradeable equipment, so they stay relevent after you have upped your tech. I obviously don't mean make every slot an upgradeable item, for example, the militia should only have one or two items of armour (using the upgradeable version). However, the najaborn should probably have more (full set even). Both examples w

2 Replies 1,600 Views