[quote who="seanw3" reply="1" id="3068394"]I would only let this one give the bonus to ranged units. [/quote] It seems like this would be more apropos for an improvement called "Archery Range". Training Yard seems pretty generic, and imo should be open to all combat units.
mqpiffle
It seems like they've toned down the number of available heroes.
I suggest that building a merchant should give a small modifier (+.1 - +.25) to any Caravan boni in the city in which it's built, in addition to it's current effect.
This would be like finding a nugget of gold in your jelly doughnut.
[quote who="CdrRogdan" reply="3" id="3068366"] I would lean towards removing the mana component for tactical combat entirely[/quote] Again I disagree. A few balance passes could easily iron things out. I don't condone changing the system in this case.
[quote who="Mtrixis" reply="2" id="3067289"]If possible, I think the AI should use unit designs that have proven effective over time from an _online_ depository[/quote] Cool idea. +1
[quote who="Mtrixis" reply="12" id="3068343"]Don't agree about Life magic, Growth is crazy good and Call to Arms is nice Heal is lackluster because it scales really poorly (ironic, you'd figure life would be good at healing)[/quote] That doesn't strike me as much of an argument for Life. Casting one spell over and over, even though it's 'good', is not 'fun.'
I propose that the Training Yard should give defending units a chance for ALL units (especially non-champion) to gain XP every turn, in addition to the current bonus. Even if it calls for adding a 1 gildar maintenance cost.
[quote who="Rishkith" reply="10" id="3068331"]The "Paths" need to be a lot more unique with unique abilities and weaknesses rather than just some stats. My Champions fall into three categories: Melee Murderers Explosive Fire Mage of Death The Supporting Cast Currently: You can't make a good archer champion. You can't make an Assassin, Warrior, or Defender really stand out from each other that much. My last ga
I really think a lot of this can be overcome with properly scaling mana costs. Spells whose effects are shard based ought to have mana costs which scale with the shards involved in the casting of that spell. (I know, the effects of some of these spells are imbalanced right now.) Mana costs should scale according to the spell mastery it takes to cast the spell as follows (roughly, for simplicity sake): Level I : 1 - 9 mana (single digit mana costs, adjusted for sh
[quote who="jecjackal" reply="4" id="3068213"] Magnar is the faction that is themed to be swarmy. [/quote] I think you mean Umber, with the 1/2 unit maintenance trait.
Yeah, as much as the random traits are designed to partially avoid players' gaming the system, it actually kinda games the fun right out of the game. I like seanw3's suggestion of having random trait pops mixed in with tiered, semi-scheduled pops.
debug.err http://dl.dropbox.com/u/59324513/FallenEnchantress0_77-2012-01-27T20-31-39-756.zip Game crashed when I hit the Save button after altering a pre-fab unit in the unit designer.
The trained unit mechanic is completely broken right now. Don't even bother training them.
Just figured out that trained units only gain 50% of their allotted xp from a vicotrious battle, so there's another mark against them. The system is completely out of whack right now.
Well from what I've experienced thus far by continuing this game, is that it is much more difficult to keep trained units alive than heroes (and, of course, heroes don't die,) even against 'weak' enemies. Having them further challenged by giving them significantly less xp is rather unnecessary, and only multiplies their uselessness.
Both of these units have (at the time of the screenie) an INT of 6. The bonus would only be 12% even if was only applied to the Sovereign, which it doesn't.
This may be a feature of the game, but trained units gain XP 50% as fast as champion units. Is this intended? Seems like a bug to me. First pic is my Sovereign, Kul-al-Kulan. He's gained 27 total XP so far (21 for lvl1 + 6 in lvl2). Second pick is a trained unit, 13 XP. They have both fought in the only two battles of the game to this point. <img src=
aaaaaaaaaiiigghhhh.... [e digicons]:puke:[/e]
Please show all unit stats - specifically Elemental Resistance - in the Unit Details screen. Why doesn't the player have access to this important information?
Outposts are a terrific idea that could stand to be improved upon.
[quote who="Sarudak" reply="1" id="3067974"]I like this but maybe just make all guilds mutually exclusive so you could only have one per city and it would somewhat define it's specialization.[/quote] Yes, a lot of city buildings should work this way.
Maybe instead of calling them (and thinking of them as) Angels, you could have the faction be the Matryred, whose buildings could be temples made of ivory with shiny gold domes. Their goal would be to cleanse all the damned from the world, thus gaining Paladin-like traits: Turn Undead, Holy Fire, Blessings, etc etc. Lots of Life Shard love.
Yay I did it!