mqpiffle

mqpiffle

Joined Member # 4257179
1 Posts 143 Replies 4,170 Reputation

[quote who="CdrRogdan" reply="39" id="3076818"]Horses shouldn't give an encumbrance bonus, or encumbrance should affect them a different way (you lose move and dodge). The former seems easier to implement though.[/quote] Horses should be best when charging into melee, getting flanking bonuses to melee units who are already engaged or ranged or undefended mage units. If they get "stuck" starting a round already in melee, they should get horrible initiative, dodge, and accurac

56 Replies 34,609 Views

[quote who="TheColourOfHeartache" reply="27" id="3076421"]Maybe not, but perhaps becoming a Governor could be a way to "retire" a Champion. When one gets too many wounds or other disadvantages they can be transformed into a governor and cash in their levels and traits for neat city related advantages. They'd still be able to fight if the city got attacked. [/quote] I like this idea.

39 Replies 12,200 Views

[quote who="Horemheb" reply="65" id="3075953"]I do understand that the idea I presented goes probably too far. It has the risk of making diplomacy too central part of the game.[/quote] It really doesn't go too far, because currently diplomacy has *no* role in the game so it could use some love to make it a useful strategy, especially if it's there's going to be a Diplomatic victory condition.

102 Replies 313,565 Views

One thing I noticed in a game last night was an opponent popping up telling me they weren't quite strong enough to launch an all out attack on me, but they were still going to harass my country-side to the fullest extent (paraphrasing.)

102 Replies 313,565 Views

[quote who="Sanati" reply="23" id="3075380"]What is the point of testing like this? Serious question.[/quote] Because he's trying to write an AI that can deal with anything, or at least as much as possible. If we were all to use your logic, why write a video game in the first place? [e digicons]:P[/e]

102 Replies 313,565 Views

The AI should focus on getting a basic production building (workshop) and training units. Then they should know how to counterattack once you forces have been weakened. They also might need to know how to attack in concert, with the strongest of their armies directly attacking your city while the others lay siege to your outward resources.

102 Replies 313,565 Views

[quote who="Heavenfall" reply="7" id="3073991"]Another modbug. When I am using abilities from troops, like skills, I use the defendabledamage. For example, the modifier below should hit for damage equal to 1 per Troopcount in fire damage. Unit &nbsp

49 Replies 35,124 Views

[quote]1. Provide a smaller damage bonus to keep the base damage of the spell relatively similar and adjusted by less random elements. 1.x Provide no bonus to damage (or effect) [/quote] No, the bonuses are fine the way they are. The Evoker trait is, imo, the biggest current problem to spell damage, and as such it should be toned down to ~ +20% damage per level from the current +50% damage per level. I also feel the Evoker trait should make mana costs go up as w

6 Replies 3,577 Views

There's a problem with tiered traits and the unit details UI. As you can see below, the trait Tactician II is only showing as a +1 to my army's initiative, when in fact it is +2 (+1 for each tier of tactician.) This is easily seen if I mouse over the initiative entry under Combat Stats. It would be nice if the sum total of these bonuses showed on the character portrait UI, where all the information is gathered in one place. <img src="http://i.imgur.co

0 Replies 2,461 Views

The only really good way to do this in the XML would be something like: (CastingUnitSpellMastery / TargetUnitSpellResistance) * SpellDmg This would amplify the power of the spell if the caster has a higher spell mastery than the target's spell resistance, and vice-versa. Easy to mod. However, since you can't use IF or > < statements in the XML calculates, there's not a good way that I've found, without some changes to the base code, to use

12 Replies 3,416 Views

I think trained units are great as they are...I use them all the time and they are extremely helpful. I rarely find more the two low-level champions to hire before mid game. I think gaining traits ought to be reserved to champions.

4 Replies 3,139 Views

Currently, the tooltip in a tactical battle, when hovering over an enemy unit, only shows the damage range and to-hit % of a regular attack with the unit's currently equipped weapon. What I'm proposing is that the tooltip should change based on the currently selected action, with all possible modifiers and effects involved. For instance, if you have a heal spell selected, you should see the range of healing, including a break down of all modifiers (shard bo

2 Replies 1,298 Views

[quote who="seanw3" reply="29" id="3073852"]Magic section 2 There will almost certainly be more magic put in the meager books we currently have. Were you suggesting that all spells should be researched? That would reward researchers with too many spells compared to warfare and Magic Tree purists. Adding maybe 50 new spells to the tree by release is a must in my book. There are so many unrealized spellbooks to be made. [/quote] Exactly. Some spells ought to be res

52 Replies 169,181 Views