mqpiffle

mqpiffle

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

[quote who="i3elial" reply="54" id="3065684"]Another concept to explore is to not allow the player to build any of the buildings but allow the city and its resources therein dictate what it should build. Realistically, why would a merchant setup shop where there is no gold to be had, for instance. Mind you, this isn't something I think is ideal, but worth mentioning nonetheless. I actually quite like the idea of a capital-only empi

64 Replies 162,123 Views

[quote who="Wizard1200" reply="71" id="3065248"]But in most cases there is no risk, because there is a load button ...[/quote] Risk also implies challenge and using all of your resources to fulfill a goal (killing the enemy.)

136 Replies 106,059 Views

[quote who="Mtrixis" reply="49" id="3065242"]I like the ZoC idea, perhaps tie it to a specific type of outpost. Here's some off the top of my head ideas for outpost upgrades: Elemental Tower. Imbued with one of the six elements. Each can cast an appropriate spell at units within its zoc, life can heal or buff a friendly unit, death can drain health or weaken, fire can throw a firebolt or immolate, etc. Military Outpost. Always garrisoned with X basic milit

61 Replies 127,078 Views

I would say keep the system as it is but when balancing, only balance the 9-man units against high level heroes. Then balance the smaller squads accordingly. I also don't like the damage spells which multiply on damage with troop count. Why would I want to spend time researching and resources to build a big army if it's just going to make my enemy's mage instantly more powerful. Not good.

24 Replies 7,631 Views

[quote who="pizzahutbuffet" reply="106" id="3065162"]I'm guessing no beta for people who preorderd yesterday? [/quote] You'll get into the beta eventually. After tomorrow's Beta 1 access, there is no publicly shared schedule for future beta invites as of now.

116 Replies 455,649 Views

[quote who="Wizard1200" reply="66" id="3065008"]But that would make a balanced XP system more difficult, because using only one or two heroes would be the best path to get powerful heroes. [/quote] Exactly...if you want powerful heroes there should be risk involved. If you want safe, albeit slower, leveling, you would build a larger party. I'm not sure how this would be unbalanced.

136 Replies 106,059 Views

I agree, there should be multiple inlets for acquiring heroes, including: map locations quests unique combinations of buildings or empire choices (ie diplomacy with other factions) attract a hero occasional member of your populace becomes a hero great spells summon a hero

22 Replies 21,113 Views

[quote who="seanw3" reply="15" id="3063843"]I will most certainly want testers and xml writers to help.[/quote] I'm sure I'll be tweaking with the XML in my on ways, but certainly nothing so ambitious as this.

34 Replies 25,199 Views

I agree (and this has been stated by someone else somewhere else): There ought to be separate and distinct sliders for AI "Intelligence" Boni, AI Economic Boni, AI Military Boni, AI Production Boni, AI Resource/Start Location Boni, etc.

9 Replies 7,334 Views

Well both of those "other side of the coin" points are fairly nit-picky, and I would still highly prefer splitting xp over bloating xp, but I'll play the game as they have it and then report my thoughts later.

136 Replies 106,059 Views

[quote who="mqpiffle" reply="26" id="3063796"] + Increased the XP needed between levels Derek, Please think about changing the xp gained after battles from the current system of every unit involved on the winning side gains the full xp value of the defeated party to every unit involved on the winning side gets a share of the full xp value of the defeated party. As it is now, the system promotes a "kitchen sink" part

136 Replies 106,059 Views

[quote who="Mtrixis" reply="32" id="3064008"]I don't have much interest in dynasties, but I do think that the current implementation of hero acquisition is _very_ bad. There are balance problems all over the place with having randomly placed heroes that can be killed by the AI. The players (and the AI) need a way of 'generating' new heroes via payment/research/etc.[/quote] Yup. High population + high level buildings = greater chance to pop heroes. Or one or t

50 Replies 17,333 Views

[quote who="Markon" reply="9" id="3063120"]While i love the idea of shared XP, the danger with splitting it perfectly evenly becomes this: "Player A, through luck and skill, has managed to take 2 heroes and level them very high quite quickly. Player B, being more cautious, and not being nearly as luck as player A (no fault of his own) has 4 heroes that have been traveling together, and that have gotten a few level ups. &nbsp

22 Replies 21,113 Views