yeah im in favor of fire being the main school for direct dmg while death more about cursing, dots, lifesteal etc but as of right now dirge and contagion just annihilate the battlefield even if the mana is higher its still similar to casting n flame darts
ddd888
yeah early game its not much worth the mana but as resoln you have access also to multi death shards making those spells scale too well as the game progress there are cons too ofc, after last patches they have so few hp...
[quote who="seanw3" reply="76" id="3246630"]I wish we could get money for attacking caravans and then double it for bandit lords. That is mod logic though. For the vanilla, Bandit Lord just needs some early power so that fighting monsters on turn one is very easy. Being able to kill tough beasts early has multiplicative effects on the whole civilization. More Sov levels means more prestige means more city levels means more research means better tech means wo
[quote who="Darksomen" reply="47" id="3246758"]I do not know if this is possible i do not do any modding but how about just make taking over a city trigger three tactical battles. First battle for the walls second battle for the courtyard third for the keep that must be run right in a row and if you do not make it through any part of the 3 you fail at taking the city. The defending city would only have the troops in the first two battles that you research through a tech items but th
[quote who="Lord Xia" reply="22" id="3246678"]The problem with those other spells isn't that Blind is so OP, it's that those spells suck. Although Curse isn't too bad. That can be pretty handy. and Without blind, Death becomes a pretty shitty path. It's worth having blind because I have no access to healing magic. Nerfing blind would really put the empires and death magic at a disadvantage to life magic, in my opinion. [/quote] &
i have discussed the point in another thread i have nothing against a check each turn at all but from a logical point of view its just a fancy overcomplicated way to make a fixed duration make a fixed duration tied to spell master/res or spell dmg and you obtain the SAME thing just with 90% less code and lag and mechanic understanding and needyness to balance 10 stats also in the end you let the actual main problem persist: a good mage ca
nice idea but i still think 1 of the main role of fortress has to be giving troops and eventually towers/bonuses to OTHER cities, way lower than the bonuses to his own defense ofc but they should improve others first of all there is too much difference and its too easy for a player move the army to the right place while its way harder for ai maybe some lvl 5 bonus could be a strategic attack similar to civ 5 cities, so its harder to go around fortresses
you dont have time and mana to cast 3 elements spells they are too much you rather have 2 champions but 2 schools are more than enough to play well, and as soon as you hire lvl 7 9 you are guaranteed to have them all probably
3 turns duration is just perfect and has no side effect no need to complicated things or as someone said some time ago you regain it over time, like 50% blind +10 per turn or so
i play 1 game for each main sov to try balance and strategies each time the best imo is magnar, slaves are a quite innovative gameplay and i like ofc a pure mage power second choice is irane cause i like archers
but spellboos after the second are worthless having many spells on the same champion is not useful 2 is the max worth taking for some multi school spell (but mostly cause they are OP right now) all those traits now are too much op and need balance
tech IS required because like other said 2 guys would have champions too soon also its required cause lvl 7 9 champions are verypowerful and having them at start would make sovereign bad and would allow you to steamroll everything
well its not aoe, its magic traits that should be nerfed (evoker path, warlock etc) after we have a balnce there we can evaluate if fireball and aoe is right or not even single target is too much you can 1 or 2 shot dragons too
something that makes your casting free cannot be fine spell costs should be from 100% start of the game to something around 30 40% but obtained with MUCH effort not something you get free with a champion or starting sovereign
[quote who="Lord Xia" reply="55" id="3245954"]Is anyone noticing anything strange about the AI sovs Gold? I played a game last night, proof of concept kind of game where to put Golem gear on a Juggernaut, where after 100 turns in Tarth has 15,000 gold while only on "Challenging" difficulty. I assume they are rushing troops, as they have nearly and endless supply, and after another 100 turns of me doing nothing but defending against endless stacks, they are down to 10,000
[quote who="Wizard1200" reply="53" id="3245952"] Quoting ddd888, reply 52more like discipline +2-5 acc and spell resist hardy 10 hp and 20 30 % resist to poison brilliant +2-4 sp mast and 10% exp In that case they would not be worth one creation point.[/quote] i dont see why
even though its 2 turn cast time cast time is so hard to balance because basically whoever can interrupt make those spells useless against whoever cannot interrupt its so op anyway fireball with 2 fire shards does nearly the same dmg in 1 turn less dunno i m not sure wail is so broken
more like discipline +2-5 acc and spell resist hardy 10 hp and 20 30 % resist to poison brilliant +2-4 sp mast and 10% exp
game is not supposed to be played without a sovereign and heroes they are part of the game, then it should be possible to develop different things but they still are are and have to be important
you remember you need water 2 AND life 2? i think on level up it says that both unlock it even if you dont already have the other
focus is the equivalent tactical also since there is a balance tag, mantle of ocean should be heavily nerfed i use 10% and its even too much, mana discount stack too good like other things as for another buff it cant be death, death is supposed to provide negative effects if we want a spell dmg buff should be like water air or water fire maybe death could have a spell reduction curse maybe
yes this is happening often with amarian blood for example what unlock the stucking situation usually is enemy turn meaning i dont get action bar until an enemy move
well i dont think we "need" it but its a good idea, some more spell cant hurt and this is easy
well whatever client is reading files somewhere maybe make a search on your HD to spot some copy, remove all mod dir etc
[quote who="stein220" reply="12" id="3245417"]dangerous enemies are fine, but their threat rating should reflect that. any unit that can reduce an entire, early army's hp by 80% should be at least a medium.[/quote] yeah but ratings have nto been balanced yet ignis are so high and they do nothing etc