I will use defender on swordsman units as they can tank and still counterattack. I go through most of my games with Fast, Finesse Spears with either Constitution/Ironskin/Lithe/Balanced for the last trait depending on mood/spellbooks/essence slots available. Horses over wargs for mounts for extra map mobility. Ranged troops will get Precision, Fast and Lithe for dodge. I almost always play a No Armor custo
NaytchSG
I suck at making quotes work, but in regards to the XP split issue, could no XP split be made part of the Adventurer sovereign trait, to increase the value of that pick? Or the sliding scale where 2 heroes suffer no split, but 3 or more suffer mightily (esp if Adventurer profession sov is not in party)? Agree that city levels need reworking and second the idea of some more rare picks for each city level. Perhaps certain (Commander?) heroes bring unique city
Quote from changelog: "AI won’t cast negative city enchantments on players it isn’t at war with anymore" Will negative enchantments already in place auto-dispel upon a declaration of peace? I've had a few times where they have lingered. Thanks!
[quote who="Murteas" reply="47" id="3478137"] Sovereign mana production reduced from 2 to 1 - This makes my early game mage/summoner very sad. [/quote] Agreed! Can we find shard/mana dust as loot once in a while? Or make it a 2 point pick, or couple it with physical weakness instead?
Isolationist negatives: Increase settler cost to 60 pop. Can you increase costs of trades in AI diplomacy screen? Can you keep the shops from other factions being accessible or can you inflate the costs even worse than they are now? Isolationist positives: Slow other factions movement in their territory by 33%, increase to 50% when they research Caltrops in military tech tree? Love the nature spell Grow forest for an isolat
Impulsive is given as the Strike Garrison perk at level 3 Fortress. Oops just reread OP about Sov trait, nvm!
I would like the idea of city limits being sov or faction traits. could be positive or negative. A Feudal lord trait could boost your treasury every turn and get you a levy of random troops every 10 turns in return for your protection.
[quote who="parrottmath" reply="174" id="3472730"] One drawback to the expansion technology is the capture cities problem. As I capture cities am I required to raze the cities if the number of cities is larger than the number of cities that I can maintain? Not that I don't mind that you can only have X cities until you research expansion techs. I don't claim to have a good answer to address this issue, but I'm curious what situation would be good for this situation.[/quote]<
Great ideas, I would suggest that you make charm hero the lvl 4 spell and charm creature the lvl 3 spell. Reminds me of Saberhagen: The Mindsword's verse in The Song of Swords describes its power as follows: The Mindsword spun in the dawn's gray light And men and demons knelt down before. The Mindsword flashed in the midday bright Gods joined the dance, and the march t
[quote who="Edwin99" reply="39" id="3471894"] I would like to see creatures designed to use a specific group of spells. When you encounter a group that includes one or more of these creatures you face an AI that excels in using a specific school of magic. You might have an Ogre Shamen that focuses on Offensive Earth Spells and another Ogre Shamen that focuses on Defensive Earth Magic. Example: Frost Giants have a Shaman that casts water spells of
[quote who="Murteas" reply="220" id="3471868"] Quoting Maseren, reply 218 Abob! I would like to thank you for all your help, having your game + Xtra's + COS totally revived my game. I gutted RiverMod, honestly I can live without new river types etc... i'd rather have real resources! Now i have to make sure that Xtra's mod is working properly for me and all is set! Waiting patiently for your upgrade! Could you please, please, ple
Well if nothing else, you can now make a really useful "stationed in city" trait for Commanders that let's them summon additional defenders during a city siege. "Send for reinforcements" aka "The Beacon!! The beacon is lit! Gondor calls for aid!" (love that scene!) could be a high level perk down the tree. Could you summon the reinforcements behind the attacking enemies to reflect an army riding to break the siege? "Look to my coming on the
[quote who="Frogboy" reply="85" id="3471765"] Quoting UnleashedElf, reply 84 $20 - sold. How will the units distinguish themselves with no unit design? i look forward to going into detail shortly in the founder's vault. [/quote] Um, you forgot the hyperlink under "founder's vault." [e digicons]O:)[/e] j/k Finish up 1.7 first, no rush.
Your beta testers await your call to arms!
Space: Above and Beyond and especially this: [video]https://www.youtube.com/watch?v=uLQhKLPwUp4[/video] And not in space, but never skipped when I played... Mech Warrior 2 Intro: [video]https://www.youtube.com/watch?v=-X3GD0UnBCk[/video]
[e digicons]:time:[/e] [e digicons]:|[/e] Can't wait!! All signed up!
[quote who="Frogboy" reply="114" id="3470762"] The things you mention would go way beyond teh available time I have left unfortunately. I think quite a few of the spells now will do a lot more as I fixed some things that was preventing the AI from casting certain spells. The *effect* of which I don't know yet. The list I posted at the beginning of this thread is the list. Anythinb beyond that would have to wait until a future update. I've
[quote who="Murteas" reply="205" id="3470357"] Wow, I love both of your mods, so to see you working together to get them compatible is awesome!!!![/quote] Yeah! [e digicons]:beer:[/e]
[quote who="abob101" reply="101" id="3470125"] Quoting DsRaider, reply 95 Quoting Primal_Savage, reply 88Does that also fixes other upgrade lines? Altar-Shrine-Temple Quarry-Mine-Trove Mine-Smelter-Foundry-IronWorks AI will only build the bolded ones unless the resource/shard is within city walls. This would explain a lot. I was wondering about this. @Frogboy - can you manage to squeez
[quote who="GFireflyE" reply="121" id="3470149"] Quoting Alstein, reply 120 I feel in general the big problem with LH is that many choices have obvious answers- I don't have to think much. I find that one of the primary proponenets to this is that the buildings have no maintenance cost associated with them. If there were some kinda of limiter, difficult choices would need to be made in order to best design your city.<br /
Looks great, very excited to try it! One minor spelling tweak: you want a creature "horde" instead of a treasure "hoard" in the pop-up dialogue.
You have been busy, looks fantastic!! Very excited to see what you've put together.
[quote who="perigrine23" reply="26" id="3469272"] Quoting NaytchSG, reply 20Quenching Rain vs Fire School Blast Furnace vs. Water School These 2 already exist as Protection from Cold and Protection from Fire. I don't think the others are necessary because there is very little earth damage in the game and lightning avoiding the common resistances available against fire and cold is a major characteristic of that form of damage.[/quote]
And not to double post but I was inspired by folding laundry [e digicons]\o/[/e] Tactical spell school counter spells: Quenching Rain vs Fire School Blast Furnace vs. Water School Airy Indifference vs Earth School Oppressive Stolidity vs. Air School So if I face Magnar or a dragon in battle fire damage spells and fire attacks in general do half damage. Or if I fight Ma
I second abob101's comments about new tags and the AI's use of existing spells. Also the posts about tactical summons, and as many as I want if i have the mana to do it, and the true flight would also be wonderful. Loot should just be a bandit lord trait, great idea! May I add a Bandit Lord Sov-only tactical or strategic spell- Phantom Pickpocket: You randomly steal an item from an enemy hero. (Cooldown of 99 turns) Tactica