As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Don't think I can but even if I could, I like the underhanded, sneaky way it works - matches the Death realm well and it explains why it has no diplomacy penalty associated.
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I'd be concerned about reports like this one. Losing mana for 'no' reason is often going to be seen as a bug. You might get told about it, but you might also just lose the player. Especially because its hard to know what spells enemy have, what spells they'll cast, why they'll cast, when they'll cast it, etc, which makes it very hard to see the pattern and learn what's actually causing it.

Basically, if the players resources change, it should be explained for transparency purposes.

All that being said, if you can't do it, that's fine. But I would consider changing what the spell does then. No matter how thematic or balanced the spell is, player understanding, at least when it concerns their own resources, is more important.

The description wouldn't need to say who caused it, or how much mana was lost. But a note (like an event popup) that says 'a magical effect has drained some mana' would be important.

Depending on how events work, and how controllable the trigger is, you might be able to use that? Every time an enemy casts drain power on the player, it triggers an event that pops up on the players next turn? (I don't actually think this will work as I think you're out of space for new events)
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(April 9th, 2017, 10:25)Nelphine Wrote: The description wouldn't need to say who caused it, or how much mana was lost. But a note (like an event popup) that says 'a magical effect has drained some mana' would be important.

I guess you are right. I'll check if I can use any of the warning window procedures to pop up a message like the one you get when an outpost is ready.


edit : I was able to add a warning. It'll not tell who used the spell.
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Is there an end to your hexedit powers?
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I am playing another game in extreme (5 nature/5 sorcery, charismatic, famous, high men) and started decently with sprite strategies and continued strongly with 2 early game focus-magic magician hires land-linked giant spiders, conquest of tough mid-sized neutrals and laughing off best wizard's Kali's attacks with my well-defended troops, phantom beasts, while slowly casting aether binding (for some reason she still didn't declare war).

Nevertheless, she is starting to send some serious lizardmen troops, unimaginable quantities if in the hands of a player

I believe you need to adjust the 'production' modifiers down while bringing 'research' modifiers up a bit. Just like my other game where I'm losing my mana to 'drain power', I am more threatened by the sheer troop hiring potential than spells (though those are bad too!)

Production : 75%/130%/180%/230%/280% -> 75% / 120% / 160% / 200% / 240%
Research : 100%/100%/110%/120%/130% -> 100%/100%/120%/140%/160%

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Can you give some numbers for what Kali is attacking you with? I find that's one of the things my experience tends to differ the most from other people - I've never really seen swarms of troops. (I try to pick my wars as often as possible)
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Speaking of, I actually wish we could break the production bonus into 2 parts:

One high bonus for building military units, and a different bonus for buildings and settlers and s gineers.

The AI needs a qualitative advantage because even with all the boosts seravy has done, it still can't use units well on the overland map. This means it needs a large numerical superiority so that it can try to do several things at once, and because it does so many, it happens to also do the right thing.

However, seravy's advances in other areas, specifically combat, building (even settling), and research, mean that the AI DOES know the correct thing to do, in the majority of situations. Therefore, it doesn't need nearly the qualitative advantage in those areas to be competitive (except mana pool, which it needs to have large tsince it can't recognize the mass 1 spearmen tactic).

So, I'd like to see production bonus kept as is for military units, and halfed for everything else.
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Tried a tiny dry poor game, and it froze at 66% of generating the world. (I've ran several of these and most are fine - just thought I'd let you know it still happens occasionally.)
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I'm not sure if I just have bad luck, but I am playing an extreme game (no famous), and it is now 1410, and I've never had an offer for a hero. I've never found a hero in any lair or node. I've had mercenaries offer and I've had 3 or 4 items worth 1500+ offer. I just got summon hero, and I might actually use it, just because I don't seem to be able to get heroes otherwise.
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(April 10th, 2017, 22:38)Nelphine Wrote: I'm not sure if I just have bad luck, but I am playing an extreme game (no famous), and it is now 1410, and I've never had an offer for a hero. I've never found a hero in any lair or node.  I've had mercenaries offer and I've had 3 or 4 items worth 1500+ offer.  I just got summon hero, and I might actually use it, just because I don't seem to be able to get heroes otherwise.

My charismatic/famous game so far got me two heroes - one fairly quickly (around turn 30-40)  thankfully with 'noble', and one a few years after but at commander level.. I think I'm around turn 90-100 so far and my initial hero already got killed and I'm not getting any more hero offers, but I'm sure one will come in soon.

A big however is a significant and helpful amount of unit offers (usually coming in waves) as well as at least 4 item offers (I only took 1, even with charismatic, they are fairly expensive)

I always kept my economy with 500+ gold since turn 40 or so.

I'd say 'famous/charismatic' is fairly well balanced.

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