cardinaldirection

cardinaldirection

Joined Member # 4827756
9 Posts 280 Replies 16,214 Reputation

Agree with the first point, disagree with the second. Obsolescence in this case can easily be remedied via balance. However randomness is not an issue, it is a strategist's greatest foe. Specializing in fire magic because one discovers 5 fire shards is just wise. [quote quoting="post"] it's hard to predict what sort of power the player will have access to during a typical encounter. [/quote] Not really.

23 Replies 29,818 Views

taltamir, I agree the main issue is that troops feel much more valuable than champions, but I do not believe it is due to the fact that they require a different sort of investment. The main reason I protect my troops is not because of the time and resources it took to make them, but because those investments can die and be permanently lost. On the other hand, champions are relatively immortal, permanent additions to a player's roster once hired. They also require

150 Replies 540,010 Views

[quote who="sweatyboatman" reply="3" id="3240817"] But heroes are not just another unit type. They are the focus of the game. [/quote] To my understanding this is a strategy game with rpg elements, not the other way around. I could be wrong though?

13 Replies 7,917 Views

[quote]3) Terrain Spells (like making a region wintery and slowed movement)[/quote] [e digicons]k6[/e] I have not been able to figure out why large weather spells are not littering the cloth map. Terraforming is one of the most fun yet underdeveloped aspects to the game. [quote]4) Add underground world layer. Have cave entrances here and there that allow units to move under ground and a separate cloth map. Underground world would have the meanest monsters allow un

3 Replies 5,393 Views

[quote who="Kongdej" reply="16" id="3240763"] just no Meaby trained units could gain ½ an xp every turn they are stationed in a fortress, but I like the idea of XP actually having to be earned. Sincerely ~ Kongdej[/quote] I meant monsters too, the world would get progressively more dangerous along with the players: everything growing; additional xp earned as usual.

17 Replies 8,800 Views

[quote who="Velihopea" reply="124" id="3240605"]Newbie view, 28 hours played total, 8 hours with latest patch. Few things that I find might need some change 1) Cannot upgrade number of troops in a unit as tech unlocks become available. Pretty annoying as it takes some of the motivation to level up units and thus takes away from one key experiences of rpg's IMO. 2) Units that level up should be listed in the battle info log after the battle. 3) Lighly armor

195 Replies 786,899 Views

Regarding Frogboy's OP: a champion's superhuman actions are only half of the reason they may come to be considered an epic legend, the other is their eventual death . Champions are just troops - yet being both immortal, and relatively permanent additions to a player's roster once hired, actually has the unintended and inverse effects of not only making other trained troops seem entirely optional and unimpo

150 Replies 540,010 Views

[quote who="Jam3" reply="28" id="3240545"] That is probably THE core problem with the game at the moment. The player himself can have a unit selected hit end turn and move that unit fast enough to ALWAYS avoid monster attacks, the ai gets to do this with every unit. This is the largest single fundamental flaw with the game. If turns are truly to be done simultaneously then your going to have to put in some serious movement prediction to get an interception. I vote yo

124 Replies 257,435 Views

[quote]Is there a problem with the random treasure generator? 3 of my first 5 treasures were hate stones.[/quote] I've run into this as well, even saving and restarting at times in order to re-roll the dice. Something does seem to be amiss.

17 Replies 70,925 Views

[quote who="seanw3" reply="24" id="3240450"]They could move at the same time fine if every time they went into the same tile, an attack is queued. It would have to be any attempt at the same tile, not who ends on the same tile, lest we end up with a Schrodinger's Cat situation. [/quote] No they cannot. This game is turn based so timing is everything - WHEN each unit actually moves on and off each tile is extremely important, especially to the AI

124 Replies 257,435 Views

[quote who="seanw3" reply="17" id="3240395"]As long as the enemy factions and the monster factions move simultaneously, they will never attack each other. The only way a monster ever attacks an enemy faction is when one of them doesn't move. [/quote] [e digicons]:omg:[/e] If this is the case then it needs to be addressed. The monster and AI players must move successively, as the monsters are not so much a faction as they are part of the world which is mo

124 Replies 257,435 Views

[quote who="parrottmath" reply="36" id="3240377"] Salted pork doesn't need to cost 30 gildar, it could just as easily cost 10 gildar and instead of 20 hitpoint increase maybe a 5 hitpoint increase. We have plenty of healing potions that could be done for higher hit point gains. Sometimes that 5 hitpoints is the meaning between life and death especially early in the game. There doesn't seem to be low level healing items around like this. I think for balance this would be a good st

42 Replies 17,486 Views

More prominent terraforming of the beautiful cloth map would be a blast, and fit in very well with the background story. Let's give the raise/lower land spells to all Sovs and change their casting cost to 5, then screen-cast that game for a trailer. [e digicons]:thumbsup:[/e]

195 Replies 786,899 Views

In the context of the strategy game, champions are just troops - yet being both immortal, and relatively permanent additions to a player's roster once hired, actually has the unintended and inverse effects of not only making other trained troops seem entirely optional and unimportant (more than anything else in the game I might add), but also of completely diminishing the feeling of importance actually intended for champions . The value of anything is directly rela

20 Replies 15,317 Views

[quote who="Frogboy" reply="2" id="3240194"]I go for knowledge unless I"m trying a rush strategy in which case I go for leather working.[/quote] Same here. Wealthy is really the only trait that alters my early game strategy very much. Depending on faction, starting near iron or mounts can entice me up the Warfare tree as well. Similarly, a starting location rich in shards or crystal may instigate me to begin by researching Magic.

20 Replies 7,523 Views

[quote who="Heavenfall" reply="5" id="3239892"]Okay so this is how I see it. The tile yield is not figuratively speaking exactly what you can mine from one single tile. Rather, it represents your ability to take advantage of the surrounding environment based on that position. So it is not a matter of simply "collecting" another tile to get its yields. Those things are already being collected. So let's say you are next to a shard. You have the choice of 3 different tiles that al

8 Replies 3,280 Views