Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Caster of Magic II Brainstorming Megathread

Gameplay: make rivers, which reach the sea, navigable - valid terrain for ships. In combat, they can move only on river tiles.
Bonus: let cities on rivers build ships and merchant guilds.
Double bonus: redefine lakes connected to seas by rivers as inner seas, or just sea for simplicity, and let them be navigable/merchant guild.
Reply

Quote:Can we make Holy Arms compatible with chaos channels? I think it's quite a weak rare at the moment.

I checked the code and it clearly says to apply Holy Weapon when Holy Arms is active and the base unit type is not fantastic.
So Chaos Channels should have no effect on compatibility.
Could you please provide more information what the problem is?
Reply

UX: sort the names on the wizard power chart in order of power - the colours can be really difficult to distinguish.
Reply

QoL: let artefacts be given to heroes that have done their turn
(yes it´s bad to use items more than once, but if they´ve not been used for a turn then why not let the player give them to heroes after the heroes´ action.)
Bonus idea: let artefacts be destroyed on heroes.
Reply

UX: when you left click on the race, show a calculation of the number of rebels similar to the calculation of the growth when you click on population.
Reply

UX: when you click on the opposing wizard´s name in combat, show the wizard window with books and retorts
Reply

May I request feature to script unit spawning on overland and combat map? I think about release some sea monsters to roam the ocean at start of games to spice the game deep blue sea.
Reply

I feel like Skeletons underperform quite often in practice. They are supposed to be the summoned version of spearmen and swordsmen, low tier disposable troops that can be used either for garrison duty, or for chipping at lairs and stacks with combat casts. In practice, them requiring casting skill makes them exceptionally unappealing in that role, as casting skill is usually an exceptionally limited resource and summoning them often blocks casting more useful spells. I think they would work a lot better if the spell allowed your cities to directly create them, thus letting them function in their intended roles without suffocating your casting skill.
Reply

(May 13th, 2024, 03:17)Anskiy Wrote: I feel like Skeletons underperform quite often in practice. They are supposed to be the summoned version of spearmen and swordsmen, low tier disposable troops that can be used either for garrison duty, or for chipping at lairs and stacks with combat casts. In practice, them requiring casting skill makes them exceptionally unappealing in that role, as casting skill is usually an exceptionally limited resource and summoning them often blocks casting more useful spells. I think they would work a lot better if the spell allowed your cities to directly create them, thus letting them function in their intended roles without suffocating your casting skill.

Their 0 upkeep makes them very strong. I use them for my border defense strategy and to surround nodes to stop them from spawning. This is how I win random lunatic games. The key is not to use them in battle if possible.
Reply

I think an ability icon depicting the number of figures the unit currently has would be a good addition. It would help clarify the real attack and defense of many units, and allow people to accurately judge the state of a damaged unit mid combat.
Reply



Forum Jump: