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Possible changes for the next update

Retire wizard tend to be golden opportunity if you could exploit. As desertfox said, there are many sign for that to occur at some point. But I think cheapest city to take always be past capital of retired wizard as the way Seravy script the garrison always end up with all summons and heroes, this left the city most vulnerable once wizard retired and easy to take if you could exploit it.
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One thing I didn't consider about the building destruction rates : They also act as a punishment for losing and recapturing cities for the player. So reducing the destruction rate might make the game somewhat easier (tho losing 2x20% buildings instead of 2x28% is still a lot) but maybe this can balance out the somewhat stronger AIs resulting from them conquering each other.
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(August 20th, 2024, 18:19)Seravy Wrote: One thing I didn't consider about the building destruction rates : They also act as a punishment for losing and recapturing cities for the player. So reducing the destruction rate might make the game somewhat easier (tho losing 2x20% buildings instead of 2x28% is still a lot) but maybe this can balance out the somewhat stronger AIs resulting from them conquering each other.

I don't see this as a bad thing, try to retake fallen city usually means double destruction as you said. At worst. you could just make ai using different destruction rate from player or city capture by ai never lose defensive capability like city wall or have ai considered razing city they decide they could not hold. That would be much greater punishment.
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Maybe slightly increase the number of picks in next update? something like +1 for each realm (Arcanus, Myrror)?
Also allow invis/invul artifacts a little earlier in the higher difficulties where nodes/lairs are getting cleared very early?
Also I believe Amazon needs her +1 defense back, she is very unattractive for a 40 fame melee mid game hero which can get undesirable random traits.
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If I may suggest a minor feature.

I would like to able to choose to 'ban' any race from spawning at the start of a game. For example you could forbid draconians, or decide to ban everything other then elves and just have an all elf game.
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(August 21st, 2024, 05:01)Hadriex Wrote: If I may suggest a minor feature.

I would like to able to choose to 'ban' any race from spawning at the start of a game. For example you could forbid draconians, or decide to ban everything other then elves and just have an all elf game.

Races.INI, set "playable=0" and NeutralAllowed=0"
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1. I never play Normal, Fair, Advanced, and Expert difficulty levels, but I think those should have lower levels of building losses. There should be a formula that is easy to understand and calculate with that higher difficulty levels progressively cause more losses to buildings upon capturing.

Also, it is an important long term objective that AIs play by the same rules as humans. I fully support progress in this direction. The only differences allowed should be the handicap rate and those can swing either direction. That is, AIs (or human player) get bonus on pop growth, gold, mana, and production income, and starting resources; nothing else.

Their personalities can stay, but I would love to see humans too getting those traits in the future and being penalized if not playing within personality. But this is a slightly different topic…
Lowering Smithy probability of loss is also good idea as I don’t see the big reason why it needs to be different from the other buildings.
 
2. Hero hiring rate should have an easy to understand strictly monotonic smooth formula too. I don’t think #5 and #6 being the same chance is optimal.

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My wish is to add fully Random Spell selections at the beginning of the game as I always play like that anyway. It would be a good time saver and maybe attractive enough to some players who prefer to play unique games and not just repeat their well rehearsed setup and strategy.
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Hi, just like to add. Changing SOLY via SETSTAT is still not working. It just sets it back to the same Y Overland Coordinates.
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I think bonus of new spell "Breakthrough" is quite complicate and sometimes it is not produce result as you intend. it not that much synergy with sorcery as much as synergy with pandora box and death realm. Here is my suggestion on how spell Breakthrough should look like:

- All friendly units gain Wall Crusher and First Strike. If the unit already has First Strike without using Breakthrough or is Non-corporeal, that unit gains +1 combat movement instead.
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Change request: Please turn the overland map music off, but keep the rest. I like the immersion of the occasional short term interesting music, but the overland music is horrible and way too short to listen to for tens of thousands of hours. Currently I play silent and I miss the occasional good music. But I will not go to Options thousands of times to turn the music on and off before/after each battle, diplomatic interaction, receiving spell, etc.
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