NaytchSG

NaytchSG

Joined Member # 2436731
0 Posts 3 Replies 9,570 Reputation

[quote who="SwordOfJustice1" reply="48" id="3468849"] No replacement for the random name generator? Nothing to make the new DLC leaders and factions have correct names when used in the game? Really? Cheers, Sword[/quote] The The Dead approve this message [e digicons]:grin:[/e]

211 Replies 577,351 Views

Alstein: " One crazier idea I had in ghd pzxg, though it might not be doable in 1 man-hour- would be to ditch individual upgrades, and have levels of fort like what AOW3 has, with each level of fort getting bonuses. The AI I believe would have an easier time with this. Make consulates a high-level unrest reducer building in the Civics tree if you do this. Probably too radical of a change though." This is a g

211 Replies 577,351 Views

Please leave xp for bandits, it will give a needed boost to my governor heroes and make it all the more important to have them to defend the homeland. Also a Bandit Lord sov would naturally pick Rebels as a positive Negative trait to boost his recruiting ability, might make for a fun play style. And farming in a SP game should be left to player preference. Agree with GFireflyE on a greater meditation spell but +1 mana per essence is ok for starters. Especially if

211 Replies 577,351 Views

After playing a few more games with 1.6, I will just add how FOW is revealed at the end of a units movement (i have to click tile by tile to see what is around me lest i finish near a powerful enemy) and the pathfinding that will allow your army to destroy a newly gained enemy improvement if you are still in the same turn. Also the AI never attempts to offer gold when suing for peace. And the diplomacy having separate screens for treaties and trading is ter

156 Replies 837,177 Views

Mass spells that affect a whole army on either tactical or strategic level would be great. I would pay an extra 20 mana for a spell that let me Nature's cloak all of my troops before fighting a drake, for example. i.e. Mass slow Mass haste Mass courage Mass web Mass shrink/growth (could be quite expensive) If the AI gets more aggressive casting negative city spells, a magic shield that can protect vs such spells

211 Replies 577,351 Views

Sounds interesting, especially if there are options to make the pawns hostile/allied with the bad guy at the start of the game to increase the challenge. Quests that influenced relations with the pawns would be awesome. $20 is an alluring price point, thanks for the heads up!

108 Replies 299,687 Views

This mod is a terrific piece of work and i have been able to run it with dsraider's Blood and Mana mod w/o crashes. Love the traits and the quests are really well done. Look forward to any future classes you put together. Thanks again.

73 Replies 110,902 Views

[quote who="Primal_Savage" reply="13" id="3466458"] Quoting NaytchSG, reply 1Spiders should auto-cast web or spit and then be able to move. As it is now they waste a turn or two. Can be done w/o using those precious 16 engineering hours! https://www.dropbox.com/s/zcapgs1e9yicz3w/XD_NaytchSG.zip Spiders will now move after using the following spells: - Spit Acid I (Exclusive to Spiders)<

38 Replies 90,149 Views

1.7 is coming! Sweet! Spiders should auto-cast web or spit and then be able to move. As it is now they waste a turn or two. Please get AIs to build troops in fortresses almost exclusively. Please fix path finding and how fog of war is revealed. Please fix tactical AI that places a troop in danger of two attackers when it could face only one opponent. Looking forward to your machinations!!

38 Replies 90,149 Views

[quote who="davrovana" reply="5" id="3466115"] Quoting NaytchSG, reply 4 Another problem with magic currently is the lame "one time" use spells. Only one hero or sov can have tireless march?!? Only one can be annointed by fire? And the vanilla summoning system is awful! In the Legendary Heroes Beta, it used to be that way. It made it possible to create stacks with a 13 move. One stack of doom could win the game in one turn.

7 Replies 15,304 Views

[quote who="davrovana" reply="3" id="3465987"] quoting post I personally would love to see the current mage class split into evoker and summoner and then another support or close-range type mage added. There's an app for that![/quote] This game really could use more spells and Demons and Wizards definitely fills the need: it introduces two whole new schools of magic and creates a summoning pool that makes being a su

7 Replies 15,304 Views

I could live with that gameplay change if it meant a more challenging game and it would help reinforce the difference between city types. Every game I play, my first city is a fortress. And it will have at least one essence slot. It would be nice if I had to think more about it, or there was some advantage to building a conclave with magical troops or a boost to summoning instead...

7 Replies 20,982 Views

Still frequently observing the lone hero and solo sovereign issue, as well. It might make sense to send a lone hero forth to quickly hit unprotected goodie huts, but a solo sov is weakening an enemy AI's mana pool with every defeat. I also always take strike garrison at Fortress level 3, and typically only build one troop producing fortress city. Any other cities I settle are Towns or Conclaves. Other fortresses are only obtained through conquest. Would

7 Replies 20,982 Views

Now that City Spires is part of Blood and Mana it works fine for me, so PEBKAM on my end. [e digicons]:-"[/e] Great mod, and I am running davrovona's Paladin mod and BMB and it all works great together. (w/o leader pack dlc). Looking forward to your additional efforts.

39 Replies 173,752 Views

Adventurer starts with 3 quest maps and two henchmen along with the militia and spearmen but can only settle a city once they reach X level (9th level in AD&D, oh is my nerd showing? [e digicons]:blush:[/e] )? They can conquer a city, but the found city button for them is disabled at the start of the game. " I really hate how they did professions. Half of them are actually faction traits that have nothing to do with the actual Sovereign. This is really c

19 Replies 33,225 Views

Could the bandit lord get a pick pocket ability to steal an item from an opposing hero/sov? Or is that hard to code? or can bandit lords get the ability to build low-level skirmishers from a special building called the Cantina? [e digicons]O:)[/e] They only cost one turn to build, can be melee or ranged. (or do you want them to spawn from merc camps, but make sure a bandit lord starts with two nearby?) Adventurers could get double loot from l

19 Replies 33,225 Views

"Reclusive" as a name for the trait of the turtling sov? Perks: + 5 to mana a turn, + 1 per level to research when in the city, all militia in the city are squads of golems (can have different random offensive and defensive enchantments), can cast arcane monoliths (see below), can build an essence slot for every city level (max 5 for the city). Gains xp with every spell cast. Negatives: half fame generation, no henchmen, no settlers, opposite of adventurer cla

19 Replies 33,225 Views

"The The Dead have declared war on us." I know The Dead are scary, but my herald should have some faith in His Sov. :) Still typos in the Tim the Giant Skeleton Quest and in the corpse spider descriptor encounter in the rats quest.

8 Replies 14,834 Views

I goofed when I added your mod to the game so disregard this comment: https://forums.elementalgame.com/453863/page/1/#3462971 Starting a new 1.6 game now with mod correctly installed...

73 Replies 110,902 Views

[quote who="parrottmath" reply="2" id="3462963"] Well there was no rewritten Escort Noblewoman quest (they've always had 2 versions of it... you seem to be either lucky or highly unlucky. You should have gotten the same ending as the other one. The others look like a revisit to the tactical maps they call up...[/quote] D'oh!! Playing with Davrodana's Paladin mod... will post in that thread: <a href="https://forums.elementalgame.c

3 Replies 10,233 Views

Nicely put, especially this observation at the end of your post, tetleytea: [quote who="tetleytea" reply="36" id="3462889"] ... I don't think it's an "unfair to the AI" problem: I think it's that your new WORLD is not completely coherent yet.[/quote] Consistency in spells, weapons, magical schools and effects would go a long way to making the game feel more like a world and make the mechanics more i

86 Replies 535,031 Views

[quote who="GFireflyE" reply="177" id="3462877"] Quoting Leo in WI, reply 176GFireflyE: excellent and well thought out! I've been stewing on this for a bit....really want SD to succeed because it makes LH that much better. Want it to become better than MoM. ps. feed me karma. [/quote] Your love for this franchise shines in every post. Love the ideas!! [e digicons]k1[/e] [

201 Replies 1,150,860 Views

[quote who="zoommooz11" reply="6" id="3462184"] Quoting NaytchSG, reply 5 abob101's Demons and Wizards mod is awesome, also a tremendous fan of dsraider's Blood and Mana mod. Have to see if they are compatible at some point. Also agree with the above postings on other mods. If you are willing to muck around in core files, take a look at webusver's mod. They are not compat

9 Replies 36,241 Views