Stupidity10

Stupidity10

Joined Member # 4220427
0 Posts 47 Replies 535 Reputation

Currently the beta is a blast to play! The reason for this post is simply to talk about one weakness in the game to get ideas and highlight problems through feedback. As of .912 the magic tech tree is by far the least useful and fun. Some problems as I see them are: 1) Too much mana, once you have 3 or 4 shards you have pretty much an unlimited pool of mana. It would make more sense for mana per shard to be lowered at the start and increased from magic techs. Mana is a resourc

0 Replies 4,439 Views

Some changes to encumbrance seem to have been ninja'd in Medium encumbrance has been lowered to 40, from 60 and -1 initiative penalties have been removed from armor. I love these changes, makes it a lot funner to build advanced units, though its messed up a lot of stardoock designed units. TY Stardock

4 Replies 7,615 Views

[quote who="Humility" reply="2" id="3139545"]they was effective before beta 3, but now they not that effective anymore.[/quote] They were effective before beta 3, but now they are not that effective Sry but your english seems a little rough On the topic of staffs, they do seem undepowered if you consider their costs. Especially fire staffs because every other artifact/item protects from fire dmg.

10 Replies 16,215 Views

[quote]+ Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it).[/quote] [e digicons]:thumbsup:[/e] It would be great if there was military techs and buildings that reduced the effect of occupation unrest. The gallows and prisons could be updated to dea

66 Replies 165,924 Views

[quote]AI: + Monsters more aggressive about going after nearby cities + Injured AI units will stay in cities to heal + AI strategic spell casting revamped + AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them + Fixed AI bug where it would not select a proper quantity and thus not build a unit + Fixed AI bug where AI armies would get turned into army groups but then disband causin

66 Replies 165,924 Views

1) Weird barren spots on the map. They show no resources even if fertile land and buildings cannot be built on them. They seem quite common as my last game had 2 beside my capital and ive seen them before. 2)Autocalc uses up all a units movement, whereas controlling the battle doesn't. It's been said before but it was awhile ago. 3)I keep getting the option to rush buildings for negative guildar on their last turn. Not always though. This gives me money.

1 Replies 1,711 Views

GJ with the fixes Ive been playing a modded version with your early balance fixes and they work well Biggest problem right from the start though is how much of a difference 5-7 armor makes, if you get lucky and pick up two pieces of armor/shield you can basically ignore all early units and monsters.

66 Replies 165,924 Views

Mage characters as of 0.9 are still very shallow and could use expansion. In previous comments and posts I have railed against evoker and the shallow nature of mages is probably the #1 reason for it being OP. In many ways mages seem very incomplete. After a hundred turns of questing your inventory should look something like this: Mage items are incredibly rare and most are

0 Replies 16,749 Views

[quote who="momosa" reply="12" id="3136181"]A proper test would be to see if he can beat the slag without any help from you. If so, then he might be over-powered.[/quote] No, mana may be a resource but that doesn't mean you ignore it. It can still be unbalanced or exploitable. Technically a Sov weapon has a price, doesn't mean a fair test is limited to fisticuffs.

16 Replies 4,662 Views

Thanks for this and all other hotfixes [quote who="DsRaider" reply="5" id="3136150"]I believe it was originally Seanw3's idea but to balance Stoneskin maybe reduce or remove it's blunt defense. It would definitely go with the increased emphasis on weaknesses.[/quote] Yes I liked that idea Armor defense values seems too high

66 Replies 165,924 Views

[quote who="Dhuran" reply="59" id="3135822"]I love the different element specific counterspells. That's the type of thing that magic-centric games should be made of. Basically anything that adds to the flavor and utility of magic, I love. More of this please! It would also be cool if magic got its fingers into all the other systems of the game. Also, death/life magic counterspells?[/quote] Only fire, cold, poison and lightning have their own dmg type so only they can be resisted s

323 Replies 259,650 Views

Oh and Canyons are sorta generic and clash with a lot of environments. They look awseome in some wildlands and decent with fallen fertile ground but in wastelands and human fertile ground they just look odd and help create bad starting locations. I think they would be much better as 1 tile wide and exclusive to certain areas.

44 Replies 170,810 Views

Great Thread, I strongely support: Rocky hills: Too much round n brown going on Lakes that arn't coast: especially in swamps Forests that partially climb mountains: Helps world feel natural Desert Rivers: Will reduce the meh of huge brown zones

44 Replies 170,810 Views

[quote who="Frogboy" reply="41" id="3135721"]# If I am building up my infrastructure then I'm not training a unit. That is a trade off. # Whenever you gain a city (conquer or found) you are diluting your growth speed. Fewer cities grow faster than more cities. # Raising taxes lowers your research and production but provides capital to buy things sooner at the cost of slowing your natural progression.[/quote] Except the game never forces you to build troops so you build t

323 Replies 259,650 Views

The main problems are that armor ratings even on leather is huge, AI dont attack often and monsters suck. Even with just a shield and 2 leather oieces you can ignore attacks from axes and low level monsters. Monsters are generally laughable compared to even the starting Sov so you can just grab all the nearby loot and clear up the neaby lairs without even building troops. The AI, especially friendly ones never seem to attack you, ive only ever been attacked by Yithril and they

16 Replies 4,662 Views