you mean (to clarify) you want hot keys for Strategic layer spells, correct?
SBFMadDjinn
[quote who="Alstein" reply="7" id="3346782"] Still think my solution to this is the simplest Backpack= +2 trinket room (for a net +1) This is already a general skill.[/quote] so, let's do a little thought process here: I have 1 slot left. I add a backpack, which uses that slot. Now I have 1 slot left. why did I use a backpack? If the backpack
agreed on overpower and being made available earlier in the tech tree. They definitely come so late in games that you may never even see a player or AI make one (let alone have the tech for it). As per damage output, other than adding overpower, we should be able to customize siege units (unit design) to add various options to the siege's attack. Increased attack (better rocks/more solid construction), greek fire (magic addition), something to cause vari
+1 hp, as is, even on brand new units, doesn't really help much - even early game. Most anything can do more than 1 HP of damage to a unit. 1 HP/figure would be worth taking it.
I'm perfectly happy with the current implementation as it prevents spam of outposts to lock out opponents. This is much worse with Arcane Monoliths as you just need some mana. If you prevent outpost flipping, then there's nothing to stop a mass spam of Arcane monoliths around cities to lock them in and prevent them from accessing resources on their borders. It'd be far too abusive to be considered 'balance'.
that's been the case for a long time. And i like it as is, actually. Why pay tribute to someone that is likely to DoW you at any moment anyways? It'd be an exploit whereby you could demand tribute, get their gold, then DoW them anyways. That's the wrong way to go with the diplomacy system.
too many purple factions. Core factions, that is.
[quote who="Lord Xia" reply="11" id="3346509"] I am pretty sure the facts in this case are with me, good sir! You may want the defender to be something different, but it is the damage absorbing class.[/quote] To be fair, the list I made was what I think the classes should focus on, rather than what is actual. But yeah, defender = tank only lasts until a unit type can smash your face in... which
yeah, I somewhat agree that spears seem to be a little much without encumbrance around to balance things. With encumbrance, you needed horses to get extra capacity to fit the heavy armour (in game), without it, there's not a nice benefit. With the other changes happening as well, I'd be very happy to switch over the spears bonus vs. armoured to the mace. But that's a little off topic.
[quote who="Lord Xia" reply="9" id="3346476"] The defender is suppose to be the "tank" character, being able to take hits and the warrior is a damage dealer. The armor seems fine to me in this dynamic. [/quote] I'm not sure I agree with that assessment. Assassin - Glass Cannon Warrior - Front line unit able to stand up to, and give damage to, units. Defender - Booster in defense and healing/etc for other
One big issue I have between the hero types is that I think the defender and warrior use of armour is backwards. The defender is there to boost your army (resistances/etc) and to stay behind the army (guard helps). The warrior is meant to be in the line, not hiding in a corner. So switch the defender and warriors armour abilities. Warriors should get chain for free and have easy access (by level 5ish) to plate armour. Defenders s
A few extra wouldn't hurt the game. Right now there's only a couple that I ever bother picking, so more choice would be nice.
yup, it's not very good for most hero types. Defenders get chain for free and plate isn't too hard to get (and in the correct path as well). So they get a big boost to early game armour. Most other hero types might as well sell the armour, or save it for the next hero if they are defenders.
yeah, there's no need to give upkeep costs a whack when an easy to do solution is right in front of you. Start with that, and then move to more complicated items if it's not helping. sxyz123 has a couple idea's that are complimentary to my list, but a few might not work too well: [quote who="sxyz123" reply="38" id="3346342"] - give mounted melee a bonus for flanking an enemy adjacent to a friendly infantry unit.  
got you beat there: An AI dropped this sweet 0/0/0 city right in the middle of settlable spots:
My recent experience (.8 build) is that I also miss encumbrance. It looks like it was taken out, but everything that it was previously balancing didn't get properly balanced with the change (especially traits that used to give the encumbrance and mounts). I can get with the change to remove encumbrance, but a lot more of the game needs to be balanced. As per heros - I think all heros should automatically gain an anti-swarm bonus. I
[quote who="halmal242" reply="24" id="3345986"] The problem comes from the immersion factor in that horses are alive whereas rocks aren't. You can store rocks forever.[/quote] You can also breed horses forever.
nope. If anything, the spell tiers should be a requirement to get access to more spells (even ones from the magic tree or other parts of the mage traits). Having the spells auto-unlock removes choices, which just forces more people to play in a narrower way. But flipping it around makes choices more important as needing level 3 fire to unlock fireballs and the annointed by fire spell means that you're taking one less 'booster' choice. So yo
I agree with the thought line of reducing the output down to .25/stable and bringing back the 2nd level stable (to .5), but put it deep in the tech tree. Changing it to a Civ 5 style (capped output) for a single resource doesn't work, given that all other resources in the game are built up over time so we should keep to that style. It also opens up many other issues (lack of the resources/etc) that would need work, but for a single resource it doesn't make
[quote who="jutetrea" reply="13" id="3345907"] Doh, I get it now - was completely on a different track. Your change is smaller, more elegant and probably easier to implement. Devil's advocate: I don't think a non-recruitable/non-summonable unit should be able to be increased. - i.e. a black widow acquired through beastlord should not be able to increase group size, while a Resoln/hundred eyes faction should be able to increase.&
Empire side summoners do just fine as well. The single skelly is 'menh' but at least you can quickly toss it in front of some unit that might hurt you a lot (Ie, cheap 1 turn meatshield). It wouldn't hurt if this mage trait got boosted beyond just having the single skeleton. Being able to drop 9 skeletons (and they have random gear - mixed sword/shield, spear, axe combo) between you and the enemy is very nice. Toss in the Imp and you get
It's not a bad idea, but getting the right balance will be a bit harder in the mid-power units. It may even start forcing player choices to favour one unit type over another, which would be bad. - for the following I'm assuming that we aren't talking about increasing the 'size' of an army above the 9 slots currently used for armies, but rather a 2ndary 'cap' to what can go into those slots. IE, it's pretty easy to say a Sovereign/hero unit
and what do you need to wear the champions armor? It's magical and all, but more powerful than anything else.
The only hero I'd find near 'useless' would be the ogre champion. He can use a shield and weapon, but that's it. Raza is pretty nice and a decent leveler. Use of Raza -> Coalstone all enemy units. Archers/lancers with bonuses vs. wounded units slaughter everything. next army.
[quote who="thadianaphena" reply="5" id="3340003"] I would also prefer for wandering AI monsters to join up like this. I would also like AI to have several monster factions who fight each other to gain levels.[/quote] Wandering monsters do hook up like this. I've seen odd combinations appear before that could only be due to small groups spawned from camps merging into a larger group.