Azunai_

Azunai_

Joined Member # 4419615
2 Posts 92 Replies 11,540 Reputation

your example really just shows that elemental damage on trained units can be unbalancing (if you have enough crystals to outfit your stacks with fancy amulets, that is). we don't know if the armor penetration on spear weapons is set in stone- this might still be changed (lowered or removed entirely). the problem is not armor vs. damage ratio but the armor ignoring elemental damage you can add on top of the mundane weapons. the price of elemental jewelry can be adjusted if it's

212 Replies 640,293 Views

i like the reduced weapon damage, the +HP items for troops and the nerf to charge and impulsive. should make mid/late game battles vs. AI factions more interesting. would be nice if there is a way to add the (cheap?) +HP items to existing troops in the unit upgrade window when you unlock them (i'm going to assume they are unlocked at different technologies since they are 2 separate items?) the weapon changes seem reasonable. the new longswords are in line with the lower ti

212 Replies 640,293 Views

[quote who="petrasvu" reply="11" id="3347839"] Not sure but with shield and top but not epic plate 7 unit stack should have around 40 def. So 7 x17 = 119 damage should kill all pack of units (119 - 40 = 79). 7 units has 7 x 7 = 49 HP at lvl 1. If my math is correct then i am still totally not happy, because armor is still not important. Initiative ans speed is all you need to get first hit. [/quote] that's not how the combat system works (an

212 Replies 640,293 Views

i've only played about 3 hrs now, but i think it's a good game. the economy/empire building aspect is more straigthforward and tactical battles seem to be the main focus of the game. so far, game works stable, had no crashes or freezes etc. yet.

60 Replies 166,233 Views

i don't think that's a valid point. cities are supposed to produce resources, not consume them. if you introduce maintenace to buildings (like civ 5 does it), you also need a lot more ways to create income. as it is now, your money comes from towns (mostly) and to a lesser extent from things like gold mines, propaganda enchants and trade/economic treaties. there's not a whole lot of money sources floating around and the primary function of money is to limit the number of troops, s

29 Replies 73,970 Views

thanks for bringing that game to my attention. looks interesting :) just bought it and downloading right now.

60 Replies 166,233 Views

the "hit and run" aspect could just be represented by an "escape" ability instead of the suggested "cheat death". not necessarily linked to tarth blood - thematically, an escape spell might fit with the "master scouts" or "stealthy" racial traits (for the stock Tarth race it wouldn't matter anyway since they have all those attrbutes)

30 Replies 96,996 Views

just watched the first episode. like it so far. one minor thing - increase animation speed for tactical battles to double speed if you don't mind (i think it's somewhere in the advanced options) - the default animations are kinda slow, which makes the battles a bit boring to watch; double speed is more tolerable IMO. out of curiosity - where are you from? (i'm not a native english speaker and i don't think i've heard someone talk like you before, i'm just curio

15 Replies 38,868 Views

that's funny - i always considered steal spirit pretty useless (and still do). it's so much easier/more efficient to level up the spell schools on a low level champ. why would i want to waste precious sovereign XP levelling a spell school (instead of picking items in their chosen path) when i could fill that same school on a champion? you need tons of experience to level a guy who is already high level, and it's pretty cheap to get a champ from level 1 or 3 to level 5/7/9 to reach

4 Replies 6,988 Views

charge and initiative fortress bonuses could be replaced with discipline and acrobat traits, to keep it in line with the endurance trait of the other level 3 option (so each option adds a small scaling bonus to the troops. discipline for spell resistance mostly (the bonus accuracy is fairly unimportant since you get a big boost from training buildings anyway), acrobat for dodge units, endurance for plain extra HP - all three mostly defensive, so this change alone would contribute to slo

41 Replies 42,405 Views

while that feature might be nice for new players and/or perfectionists, i think it would be a waste of valuable dev time. if you really can't live with the results, there's already the reload function - or you could just accept the loss, move on and learn from your mistakes. i don't mean that in a condescending way - just try it some time - you'll probably learn more by accepting your mistakes and avoiding it the next time then by replaying and correcting the mistakes (at leas

3 Replies 9,941 Views

if you are already at level 2, stealing level 1 doesn't have any effect. you'd need a champ with level 3 to steal the next level - at least that's my understanding of the mechanic

3 Replies 8,023 Views

you don't even need fortresses to counter the unrest - any level 4 city will do. towns give extra production per material, conclaves give global research boost at level 4. you can basically counter the unrest (to some extent) by increasing the production/research globally. of course that only really works with medium sized empires - once the unrest percentage is really high, the global loss is too big to counter it with more production. 9-12 cities are easily manageable if you grow them t

16 Replies 8,817 Views

i think the new defender tree supports both, the tank role and a more support oriented role. which is probably a good decision, since the paths should work for all difficulty settings. the tank spec (ironskin/endurance, plus some defense and plate spec) is probably more viable on lower settings, while at harder difficulties it's probably wise to go straight for the auras and let them hang back and support their armies with the AoE shield bash, guard and the dodge and defense auras. not re

26 Replies 99,678 Views

a percentage of max health would also work (for example, 5-10% of the unit's health per attack)

11 Replies 13,833 Views

another radical idea: what about removing the techs for larger group sizes (4/5/6 guys per unit) and instead give the units increased (base) HP instead (with options to upgrade legacy units to the new health levels). i realize that armor is basically there to counterbalance better weapons, but armor is fairly expensive resource wise, while high powered weapons are rather cheap, so it happens quite often that troops have powerful weapons, but only baseline armor (leather/monk robes). by adding

41 Replies 42,405 Views

armies changing direction randomly is usually caused by the "explore" command. i think there's also a keyboard shortcut that sets units/armies to explore mode -maybe you pressed that button by accident (i think it's the "X" key, but not really sure).

13 Replies 5,428 Views

yeah i agree about the tactical combat. the early fights are rather intense, but once you can field some custom units, it quickly gets very uninteresting - charge - cleave - victory. some of the traits are probably too powerful, unbalancing the whole tactical combat system and turning it into a one turn "click to win" game. also, weapon damage vs. HP ratio gets worse over the course of the game. HP are roughly the same, but damage multiplies with higher tiers of weapons. armor helps somewhat,

20 Replies 74,562 Views

this thread is about how the game actually is, not how the game could be / should be. the original topic was about masterwork chainmail and the opinion of the thread starter that it's a functional no brainer. i tried to point out the flaws in this logic, and then it somehow turned into a discussion that heroes should be more powerful. noone even suggested that the current state of heroes is desirable - but as a matter of fact, heroes (especially melee heroes) are pretty much useless in th

17 Replies 16,613 Views

i agree that the late game has a tendency of getting boring. i don't really know a good solution, and i don't remember a 4x game that didn't suffer the "boring late game" syndrome. once the early intense part of the game is over and you established a strong base, the snowballing starts and exponential growth ruins late game balance. AI either can't keep up or (on higher difficulty settings) plays by a different rule set (handicaps/advantages) that of course doesn't really

20 Replies 74,562 Views

more than half of the tech tree is devoted to the development of better, larger, more powerful armies - the other half pretty much gives you the means to research, build and maintain those armies. if heroes are powerful enough to compete with the economic and military power of the whole faction, then the whole empire building aspect of the game becomes meaningless. in other words - we are back to the FE system where it was actually possible to never settle a city and wipe out the whole map ju

17 Replies 16,613 Views

i don't think the armor of heroes is such a big deal when you researched the whole warfare tech tree already (you have to, since masterwork chain replaces plate, which is at the very end of the tree). by that time, trained armies are a lot more powerful than champions. the proficiency traits allow you to equip random drop chain/plate items in the early/mid game when your champions are still a significant part of your military power. when you're at the end of the tech tree, the heroes

17 Replies 16,613 Views

some random comments: - i think you underestimate warlord. -50% wages is huge, especially in the early game when you don't have several high level towns creating tons of cash. later on, you probably want more than one fortress, so you can actually have neough units for the bonus to be noticeable - if i'm not mistaken, summoner also gives you a buff increases the attack of all summoned units by 50%. at least, last time i played paride, procipinee had that buff and

7 Replies 44,606 Views