PyroMancer2k

PyroMancer2k

Joined Member # 2388239
0 Posts 16 Replies 773 Reputation

I hear a lot of people complain that their heroes die in Auto Resolve so they have to fight every battle. Well in case no one else has mentioned it I figured out a way to keep them alive the vast majority of the time. Simply give your Hero a Bow. Since archers get to attack without the enemy making a counter attack this works great. Before I would turn them all into casters and learned the spell Melting Touch. The problem was the AI was kinda stupid and sometimes even though the Hero

5 Replies 6,933 Views

[quote who="Stmorpheus" reply="27" id="2765783"]no, it was the right choice to take out the prereq for building units. the way the game is set up sure if you had a unit with a bow then you would need an archery range. ok thats alright. what about then if you had a unit that you had created that used 3 or 4 pieces of equipment from special buildings. lets say you had 3 cities that had the ability to make these units, other cites had some of the buildings but not all.&nb

111 Replies 344,363 Views

[quote who="Nick-Danger" reply="26" id="2765754"] I agree that it'd have been better to balance instead of remove things like training halls, archery ranges, etc. Froggy says the game wasn't rushed, so it wasn't that they took the quick&easy way and just removed these things for expediencies' sake, they thought this the best solution. [/quote] The command post which you needed just to build any units yea I can see dropping that. But the others I think would of

111 Replies 344,363 Views

[quote who="arstal" reply="4" id="2765098"]While I don't think they should grow- [/quote] I think we need to make sure we are all talking about the same thing when we say "grow". For example I get the impression some think they should by like full factions setting up more cities and such, which kinda defeats the purpose of "minor" faction. Personally when I talk about them growing I think that they should build up their city so that it becomes stronger and they can produce

15 Replies 12,070 Views

[quote who="thisisretarded" reply="5" id="2765125"] unique items in their shops would be cool too. (edit: other than the "awesome" pressed iron armor that they sell)[/quote] That must be unqiue to a specific one of the minor factions cause I've never seen them sell that armor. They usually are selling a few magic bands or amulets. All of which I can get by simply researching the magic tree. I did have one survive to late game because of their position on the map and they sold a lot of

15 Replies 12,070 Views

When they first mentioned they would have neutral cities I imagined it more like MoM. They would simply be cities scattered around the map for you to conquer if you wanted. But instead they are actual faction you can conduct diplomacy with. The problem though is they can not grow, their cities are limited if conquered, and they are just in the way. They should remove the city building limit on Minor faction cities cause most people just wanna raze them as soon as they get them. Next t

15 Replies 12,070 Views

I'd like to see some quest with more options in them. The "Yes/No" really isn't much of an option as most of the time it's either accept or refuse quest. In the case of fighting enemy monsters it's more like Complete or Abandon quest. They could do a lot of story stuff with the multiple options but also could have reward choices. Like the smith that always gives you shield which the OP mentioned could give you choice Armor, Weapon, Shield. More then 2 options would be nice.

11 Replies 40,103 Views

[quote who="Magog_AoW" reply="4" id="2760336"]In the betas you had to build a structure ("training grounds" or something) before you could train units. They removed it because it made the early game quite boring. I think that was the right thing to do. [/quote] Yea it made the early game boring becuase it cost 100 gildar! Things are gonna be slow when your only way to produce units is one of the most expensive buildings in the game and your expected to buy it sta

111 Replies 344,363 Views

[quote who="Stmorpheus" reply="8" id="2764603"]how about turn city level up bonus to city trait and just have a bunch more. like each time it levels up you get to choose another trait to add to the city. [/quote] All your really doing is changing the name. But yea the level up bonus should be are more like traits, feats, or whatever you want to call them from a typical RPG. [quote who="Stmorpheus" reply="8" id="2764603"] example: level one you

13 Replies 11,847 Views

You beat me to it. I was gonna suggest there be more things tied across tech trees. As well as ask the in the mod forum if it's possible to have items require multiple research items. For example if you research Magic Items in the Arcane tree and Expert Armor in the warfare tree it would give you access to legendary armor. Everything right now seems to be tied to having 1 pre-req and a single tree path. But in the case of say Legendary armor it doesn't unlock a new tech item it just g

6 Replies 32,426 Views

1) Choice - Like you said every choice should be meaningful and difficult to make, in that they are balanced. I always find it annoying arguing with people who say something has plenty of "options" when there are say 4 choices but 1 is noticeably better then the others. It's like sure a player can purposefully gimp themselves by choosing to but that doesn't really mean there are a lot of "options" for a player looking to play at top level. 2) Counter

7 Replies 36,056 Views

In that discussion he actually suggest what I did in a reply on another thread, which is the basic buildings increase their output as they level up. It wasn't really new buildings as part of level up process. But as for buildings and level ups in general I original didn't mention them cause I started the thread just to get something more added that was "simple" to get the ball rolling. I figure the unique level up options tied to what buildings a city has would be a bit more difficult

13 Replies 11,847 Views

I'm not sure the system supports the ability to "merge" cities. [quote quoting="post"] I've always hated the idea of caps so rather than maxing out a city you can just keep growing and growing while receiving an advantage for doing so. [/quote] Well originally the reason to level up a city was to get more room to build. City all cities start with the max amount of building spaces the only reason to increase city level is better tech buildings and increase influence

1 Replies 5,223 Views

[quote quoting="post"] From my point of view it seems really strange that a group of small cities can produce more gold and research than one large city. Five settlements with 20 people for a total of a 100 population shouldn't be able to compete against a city with 2000 people. [/quote] Actually this is a common flaw in the thinking "More people get more done faster". There is a limit to how many people you can put on something to increase productivity. If you only have 1

9 Replies 44,129 Views

Yea I suggested some more production options in this thread. But in a recent post in that thread I figured they need to let you put off choosing the level up option. I mean if they do add more level up options, which they really should, then players are gonna wanna take a look around the city and local area to decide which one to pick. Level up was added to help make cities feel more unqiue so if they are really doing that then it

4 Replies 26,011 Views

Then why bother with the level UI? Simply have build menu update with the new option. A you can only have 1 of this group (level 2 unqiues) in the city. That would be an interesting mechanic if they added it. I wonder if the current system supposes that were if you build 1 building it prevents you from building other ones of a different type. Besides I think there are better things they can do with buildings then have them be the Level Up Bonus. I feel more like the level up bonus sho

13 Replies 11,847 Views

Yea I'm not really fond of the whole everything trains at the same rate regardless of city size or unit strength. And if you can train stuff in 1 turn then why even bother making an army except for defense against the few wandering monsters that sometimes attack cities. If you need to go to war you can build a fully teched out army in a few turns. Better not to have the upkeep from a large army and just wait till you need them and insta build them. In one game I have FIVE cities that could bu

2 Replies 3,378 Views

There are already some unique buildings in the game. Besides you unlock a building type with your level pick then build it seems overly combersome. I mean odds are people are gonna build that unique building since they picked it for their level up bonus anyway.

13 Replies 11,847 Views

When I take over a city belonging to the other side (Empire/Kingdom) I get all their buildings and bonuses. One of the results of this however is if they have already built some reduce training time buildings then when I build my reduce training time buildings the result is a reduction of training time to 1 Turn. I can train Companies (12 guys) of heavily armored knights in a single turn.

2 Replies 3,378 Views

My Empire Tree is full of units that are no longer on the map. I think most of them are dead and when I click on them it just goes to the lower left corner of the map. I recall this same type of bug in Beta with your Spouse. Anyhow the Tree if full of single units that are not around anymore.

0 Replies 2,010 Views

I'm not sure if this is a bug but it is VERY annoying. When I have a stack selected on the strategic map and I right click on an enemy next to me the way the system treats it depends on if I have enough movement are not. If you have more then enough movement to make the move/attack then it simple resolves the attack and your free to make your next move/attack. If however you have just enough movement to make the move then it does the attack but marks that spot as the location of your

0 Replies 1,497 Views