October 12th, 2021, 09:49
Posts: 37
Threads: 3
Joined: Oct 2018
Suggestion: Stealing the nodes of your allies should have a much bigger penalty than it currently does. I've been using blizzard to clear out defenders of a few nodes that my ALLIES have, and then take the nodes for my own, and it doesn't seem to hurt our relations much at all.
October 19th, 2021, 02:49
Posts: 495
Threads: 12
Joined: Jun 2012
Leadership seems a bit underpowered to me as does guiding beacon.
Also leadership doesn't work with chaos channels (and probably guiding beacon) and I think it should.
October 19th, 2021, 13:09
(This post was last modified: October 19th, 2021, 13:09 by zitro1987.)
Posts: 1,333
Threads: 23
Joined: Feb 2012
A power equivalent to ‘trade goods’ (at 3:1 instead of 2:1 ratio as magic is generally better) would be awesome for late game magic needs. I wonder if this could be moddable or even introduced
October 30th, 2021, 03:00
Posts: 114
Threads: 1
Joined: Nov 2014
Suggestion: In the city overview, purchasable productions should be displayed in green. A buy button would be great.
The behavior of enemys to go in the top left corner in battle is not so interesting. Better is the running on the battlefield. It need brain on the side of the player and the player would play aswell.
November 16th, 2021, 21:32
Posts: 736
Threads: 50
Joined: Jul 2020
It's kind of unthematic for Life lairs to send out monsters to terrorize the population and burn down cities. Is it possible to give options for them to target more "sinful" cities, probably based on something like the tax rate the wizard imposes or the lack of religious buildings?
November 16th, 2021, 22:14
(This post was last modified: November 16th, 2021, 22:14 by Suppanut.)
Posts: 1,004
Threads: 13
Joined: Nov 2020
(November 16th, 2021, 21:32)Anskiy Wrote: It's kind of unthematic for Life lairs to send out monsters to terrorize the population and burn down cities. Is it possible to give options for them to target more "sinful" cities, probably based on something like the tax rate the wizard imposes or the lack of religious buildings?
Will of god always mysterious, so sometimes punishment coming from very enigmatic reason though. So often that explanation coming from after the fact.
November 17th, 2021, 00:40
(This post was last modified: November 17th, 2021, 00:45 by Suppanut.)
Posts: 1,004
Threads: 13
Joined: Nov 2020
I think death should has more debuff tool in form of creature which reverse the effect of "holy bonus" and "resistance for all". Something that reduce enemy resistance while unit present in battlefield ("bad omen" as reversal of resistance for all) or reduce enemy stats while it present on battle ("unholy curse" as reversal of holy bonus).
Another idea about add debuff method for death is add ability to attach curse or debuff upon attack. Not directly damage but for each attack/damage taken from the unit would make target unit roll for debuff (plague/fever) to reduce enemy combat effectiveness.
I think about create something like plague lord but I have no proper modding tool to do that.
November 17th, 2021, 04:49
(This post was last modified: November 17th, 2021, 05:19 by Suppanut.)
Posts: 1,004
Threads: 13
Joined: Nov 2020
Recently, I noticed that Chaos realm seem to dominate late game in the way once all puzzle coming into play, no one would be able to stop them anymore, especially nature and death which would sink after endless wave of normal units with chaos channeled under influence of chaos surge and blazing eye due to they could not catch with raw power in number that chaos would have at that point.
I would say that problem coming from fact that most of spells and realm were balanced with only 5 wizards in mind, degree of stacking up could lead to situation which nature, and death could not find method to catching up in game which has 14 wizards run amok on the map.
I think key component which make current Chaos so broken late game is not Chaos Surge (although it would screwed all non-chaos wizards due to it lift playing field across the board) or even Blazing Eye (which now nerf and nolonger has per figure gaze anymore) but is Doom Mastery, spell which turn all newly trained units into chaos-normal units with pre-casted chaos channel. Chaos Channeled units could get all global buffed as chaos units from Chaos Surge and Blazing Eye (and by extention, it could get all other global buffs wizard could have such as Survival Instinct, Holy Arms, and Reinforced Magic too). In 5 wizards games, you could missing this spell and play without much difference due to scale of war not as big but with 13 wizards game this spell effect scale up with your size of empire which also make effect of Chaos Surge scale up with your empire too. You could out produced decent raw power units that would sink every faction under chaos wave, your resistance would get higher that unless you play with lizardman/barbarian/high men, you would nolonger need to fear something like Holy Words or Great Unsummoning. And even with your loss from those spell en mass, wizard's empire would still able to replace those lose anyway. Under long war of attrition, all other realm would end up lose to Chaos when it nolonger in check. Without Doom Mastery, Chaos Surge and Blazing Eye still as double edge sword as ever, but benefit for caster is lower on significant level than full Doom Mastery, Your normal units could get access to those bonus by chaos channels but wizards would not able to have all-powerful chaos as whole army anymore.
My suggestion is to replacing "Doom Mastery" which turn all newly created units across your empire into chaos channeled units with city enchantment "Chaos's Blessing" which has effect similar to Doom Mastery but only on single city (all unit trained from this city get chaos channeled upon creation). With this. Wizard would still able to have all powerful chaos army as before but would need much effort to cast it on every city in empire and also give more flexible option in case you think your empire need some non-chaos normal units to use.
Spell proposal: Chaos's Blessing (replacing Doom Mastery)
Effects:
1) All newly trained units in this city would be enchanted by chaos channeled
2) in Combat, this city enchanted with Warp Reality combat enchantment
3) Random Spawning Magic Vortex in combat
4) Magic vortex could not move or spawn in city's wall area.
4) Rebel population in city generate 0.5 power per population
November 19th, 2021, 13:20
(This post was last modified: November 19th, 2021, 13:22 by Suppanut.)
Posts: 1,004
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I have just recently found something weird about Destiny spell, you could cast Destiny on undead normal units as well as chaos channeled unit. When you put destiny on chaos channeled unit, chaos channeled would be cleansed from that unit. But when cast Destiny on undead units, destiny would still in effect but effect but undead and no healing perk still retained. This give me some idea, why don't we make Destiny spell remove no healing from undead normal units it enchanted (to left death, cold, and illusion immunity on unit or not is optional)? Treat it as unit get rebirth.
November 19th, 2021, 17:25
Posts: 224
Threads: 4
Joined: Sep 2019
(November 16th, 2021, 21:32)Anskiy Wrote: It's kind of unthematic for Life lairs to send out monsters to terrorize the population and burn down cities.
Well, the Life creatures are sitting in their lair, watching TV or a movie, and just as it gets to a good part, they lose the signal. Going on a rampage is totally understandable.
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