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Technically not bugs...

b0rsuk Wrote:And I think they've made it this way for other reasons. I find your reasoning too logical for a fantasy game. You seem to only consider what makes sense, not what would be fair or interesting from game design point of view. There are two ways to make this consistent:

a) moving the Circle back costs no mana and can be done at will

In this case, the Summoning Circle spell loses importance - this is the most important implication. Runemaster loses importance. Scouting loses importance, planning loses importance. You can more easily defend against sneak attacks or attacks you didn't anticipate. Move Fortress spell would gain, because for 200 mana you could move both Summoning Circle and fortress.

b)The circle isn't automatically moved or it costs mana

This would also be consistent, and would also make sense. However, it would be more punishing when you lose a city or outpost.
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In summary, I think they've done it this way to make it a bit easier to recover from disasters, but at the same time keep importance of Summoning Circle spell and planning.

No. I mean ONLY move summoning circle back to fortress should be no cost. You still need to cast spell to move summoning circle to other cities.
I know it is too logical, Thus I said in the end, "But I think this is too minor..."
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b0rsuk Wrote:And I think they've made it this way for other reasons. I find your reasoning too logical for a fantasy game. You seem to only consider what makes sense, not what would be fair or interesting from game design point of view. There are two ways to make this consistent:

a) moving the Circle back costs no mana and can be done at will

In this case, the Summoning Circle spell loses importance - this is the most important implication. Runemaster loses importance. Scouting loses importance, planning loses importance. You can more easily defend against sneak attacks or attacks you didn't anticipate. Move Fortress spell would gain, because for 200 mana you could move both Summoning Circle and fortress.

b)The circle isn't automatically moved or it costs mana

This would also be consistent, and would also make sense. However, it would be more punishing when you lose a city or outpost.
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In summary, I think they've done it this way to make it a bit easier to recover from disasters, but at the same time keep importance of Summoning Circle spell and planning.

I don’t see a problem with making the fortress a little bit more protected. Isn’t that a chief complaint about both AI and player losing fortress to too easily?
Let’s not make logic our enemy. I see no contradiction between logic and creating a good game. They actually support one another.
Regarding moving fortress, I proposed it some time ago to increase it’s casting cost.
They made it for a reason? I seriously doubt it. Why did they make 100+ other major mistakes we already agree upon? Besides, even if they did it for a reason, now we have another reason to change it. Probably we played the game far more than game’s programmers and designers. They stopped developing it and failed to make a reasonable remake or sequel in 16 years. Now it’s up to us.
I also disagree that he/she does not consider what is fair. I think that robinh3123’s request is not only logical, but fair. Summonin Circle would not lose importance, but it would be a more useful spell, which not only helps with scouting and offense, but also with defense. I don’t even understand how can you claim scouting losing importance. This does not make sense to me. As far as implementation goes: the summoning circle can be simply clickable on the city and be “sold” for 0 gold, just like any other building and as a result it would be moved to the fortress.
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WhiteMage Wrote:I also disagree that he/she does not consider what is fair. I think that robinh3123’s request is not only logical, but fair. Summonin Circle would not lose importance, but it would be a more useful spell, which not only helps with scouting and offense, but also with defense.

Could you please describe how fewer occasions to cast Summoning Circle make the spell more important ? Unless for some reason you are constantly under attack both at your fortress and some remote area, which doesn't happen all that often.

Quote: I don’t even understand how can you claim scouting losing importance. This does not make sense to me.

Scouting in the sense "keep some units like draconian spearmen or triremes overlooking the path to your fortress to have an early warning when a big force comes."
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b0rsuk Wrote:Could you please describe how fewer occasions to cast Summoning Circle make the spell more important ? Unless for some reason you are constantly under attack both at your fortress and some remote area, which doesn't happen all that often.

Without obtaining summoning circle spell you will not be able to do what we discussed, hence it will be a more important spell (to have). Also, if you have this spell it will be applicable to a wider range of situations, which makes the spell more important to have. Being constantly attacked on both planes is not out of question. If you could try to play by my self imposed rules I posted in the Welcome package and threatening them every turn, you will quickly find yourself at long wars with 4 wizards who are typically all allied against you and my rules also deny me attacking their fortress. But this discussion is not important as it leads away from the main point of making corrections to the game.

b0rsuk Wrote:Scouting in the sense "keep some units like draconian spearmen or triremes overlooking the path to your fortress to have an early warning when a big force comes."

Oh. I see. That would cause a loss of a minor degree of relevance, but would not lose importance. It only applies to 1 city (a critical one). So how about this? If you are in progress of summoning a unit and you move the circle (or get forced to move) then the summoning is stopped? This way you only save 50 mana max and benefit is minimal. Somewhat comparable to the maintenance cost of your fortress protecting scouts, that against the current AI are nearly useless anyway, but hopefully against future AI may become important.
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About the Conjurer and Channeler discounts... kyrub, is it possible to make the discount happen "X times per Y turns" instead of in each turn ?

Examples with Conjurer:
Magic Spirit - 1, 1, 1, 0, 1, 1, 1, 0 (...)
War Bears(2) - 2, 1, 2, 1, 2, 1 (...)
Sprites(3) - 2, 2, 2, 3, 2, 2, 2, 3 (...)
Giant Spiders(4) - 3, 3, 3, 3, (...)
Basilisk(7) - 5, 5, 5, 6, 5, 5, 5, 6 (...)
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In my current game I played Orcs for the first time and noticed that their Halberdiers have no abiltiy to stop Cavalrys first strike and that Cavalry has no first strike capability. Is that already in the vanilla game or a part of 1.40j?
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ConjurerDragon Wrote:In my current game I played Orcs for the first time and noticed that their Halberdiers have no abiltiy to stop Cavalrys first strike and that Cavalry has no first strike capability. Is that already in the vanilla game or a part of 1.40j?

It is like this in vanilla MoM v1.31
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I don't think it's a bug, but I had an annoying situation today.

I painstakingly prepared 5 squads of War Bears to attack a Nature node guarded by "Giant Spiders". I attack, and sure enough, there are Giant Spiders, just one squad. And an Earth Elemental.

Technically it's fair, Earth Elemental squads were as numerous as Giant Spiders squad. But it would be very nice if the game prioritized strongest monsters.
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For channeler standard way is use randomized rounding. Show higher number on unkeep and with probablity of farctional part save one mana.
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Another the "technically not bug": I assume the spell Haste must get 2 suppression counter, one per attack. But now it get 1 supression counter, and use 2 attack,2 counterattack.
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