Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 394 Replies 9,420 Reputation

True, but the amount produced is pretty minor. You'll get more influence over the course of a game from a single monument than you will from 2 economic treaties, assuming both begin producing on the same turn. If caravans would move between cities of the same empire, the influence gain would actually be pretty good. As it is, it's so minor as to be almost irrelevant.

5 Replies 5,355 Views

[quote who="Tuidjy" reply="25" id="3252861"]I am looking forward to playing your mod. The graphics look awesome, and I just love playing with new rules. One thing though. I glanced at the mod, and I saw no 'human' race. I am speaking mostly for myself here, but I like it when there is a race that I can immediately identify with, and play in order to take a look at the exotic ones, even if it's downrange of their weapons.[/quote] I think you're confusing Sea

27 Replies 14,548 Views

The biggest issue I'm having right now is that, as far as I can tell, when I hire a champion I'm paying for both him and his supporting army. It's the only reason I can think of for having one level 7 champion cost ~400 gildar for having a pair of solitary troop guards, while a level 7 champion with an elemental guard costs nearly 1200 gildar. Neither champion has any unique ability, like calling a slag or chain lightning. They're just regular mage champions.

35 Replies 105,264 Views

[quote who="Heavenfall" reply="5" id="3250537"]I really don't think this kind of general complaint/suggestion is useful in any way. There are hundreds of champions. They aren't going to go through them just because of a 1-minute forum post. Be specific. WHO has traits that doesn't make sense? [/quote] As A'Zoth is the first one that comes to my mind. His traits say he's a mage, but his bio talks about how he killed all his childhood peers because o

29 Replies 9,361 Views

What the title says. There's an enormous jump in price from a level 5 champion (no supporting units, ~3-400 gold) and a level 7 unit (1190 gold, with 1 fire elemental support unit). That's after the Adventurer's guild reduced the cost, too. With that kind of money, I could buy an army big enough to wipe out 7 opposing factions at once. Bring down the costs on level 7+ champions.

0 Replies 2,516 Views

I wouldn't be surprised if it's related to threading. Every so often, my units will get in combat while on their way to loot something, and pick up the loot during combat. This happens most often if I double-click a unit to bring up its details screen.

2 Replies 2,858 Views

[quote who="Wizard1200" reply="236" id="3248957"]A group of 7 level 5 soldiers has 98 hp (6 base + 8 level x 7 group size = 98). The spell (Burning Hands, ...) would inflict 21 points of damage (3 base x 7 group size = 21) if you are no mage and have no shards. With the Warlock profession, the Path of the Mage trait, the Evoker III trait, the Affinity trait and 1 shard the spell would inflict 56 points of damage (3 base + 1 shard x 7 group size + 100 % profession and traits = 56) for 12 mana.

357 Replies 614,069 Views

I made some suggestions in my third paragraph over here , but in addition, I'd like path of the warlock to unlock additional damaging spells. Like, one per spellbook would be fine, but ideally each spell level would give a new method of destruction or two. And again, summoner should unlock new summons, or increase maximum summon numbers.

7 Replies 2,127 Views

Sean managed to post before I did, but his assessment is as sound as always. Norse, it's probably because currently, the cost of removing a mountain range from existence is too high for the early game, which is pretty much the only time you actually need it. Wizard, do you even use magic after the first few dozen turns? I'm not sure you do, based on what you want to do with spells. [quote who="Wizard1200" reply="230" id="3248919"]There should be three types

357 Replies 614,069 Views

[quote who="seanw3" reply="226" id="3248885"]Magical damage power should come from Path of the Mage, not from base damage. All the nerfs in the log indicate a more balanced approach to spells. Now that the base damage is lower, they can add some power and make spells cheaper for mages. I would also be in favor of preventing crits on spells, since it makes Path of the Assassin the best mage choice. [/quote] Exactly. As it currently stands, I find myself using magic in primar

357 Replies 614,069 Views

[quote who="BlackRainZ" reply="219" id="3248701"]DO NOT nerf spellcasting. It needs to be more powerful![/quote] Seconded. Spellcasting still feels kind of weak at the moment, and there needs to be a good incentive for a spellcasting character to actually specialize as a mage. Nerf traits like evoker and warlock, and there will be no reason to specialize in magic damage, as it will simply not compare to mundane weaponry.

357 Replies 614,069 Views

I actually liked the territory bonus/penalty from WOM, and am glad to see it coming back. It made sense to me that your troops would be less effective fighting in a foreign, hostile land.

357 Replies 614,069 Views

I have seen this as well. Also, the thumbnail for all henchmen of a certain template will change if a single one gets a new piece of gear; IE, if Bill gets a burning axe, all current and new Bills' thumbnails will show them with that axe.

6 Replies 1,603 Views