nikmesh

nikmesh

Joined Member # 4150301
5 Posts 34 Replies 151 Reputation

[quote who="Yarlen" reply="5" id="3178574"]Buy the relationship upgrade techs and get trade going as soon as you can. Vasari Rebels are the easiest to get diplomacy going with since they're trying to be cooperative with the other races.[/quote] Do you mean the trade agreement/treaty between factions? Does that improve relations alongside establishing possible trade routes with the faction the treaties with?

7 Replies 9,354 Views

Since I started playing rebellion whenever I try to go down the diplomatic route it's not working very well in my single player games. Missions award only a puny improvement to faction relations, in fact it even seems that missions are given out far less frequently then in trinity/diplomacy. Just getting a cease fire in order to send in the envoys safely is quite difficult. The AI relationship with you and your relationship with the AI tend to be extremely in the negative and even with al

7 Replies 9,354 Views

Here's my take on the situation. Previously before 1.09n magics strong points were:- 1. missile spells. Lets face it they killed enemy sov's out right and wrecked armies quite a bit 2. Summons. Create massive summoned armies by imbuing multiple heroes. This was magics most powerful aspect and was easy to win games with. Magic in all other departments was weak however. Assist spells, buffs, enchantments, and the really big one world enchantments. Now afte

53 Replies 139,796 Views

Those example spells you listed are great imo. If the rest of the spell overhaul follows the same suit then 1.1 is just a recipe of success =) I also like your answer to replacing the elemental spell books in character creation with the moblility, enchant, combat and terraforming books. I was sad that the original spell books were going out of char creation, but these new ones seem much more important to defining player strategy then the old books ever were. Great job guys. I look for

110 Replies 236,556 Views

[quote who="landisaurus" reply="20" id="2823173"] These days I name my cities in a manner that tells me what the bonus they need is when this screen comes up. man I wish I had the patience for that.[/quote] Don't require patience tbh. In the past I'd actually used to give my cities cool names based on some little theme that I devised for my empire, but the whole bonuses and the screen not centring on the city was a pain. So now all cities are either: Food City, Tech

24 Replies 74,216 Views

[quote who="luketan" reply="171" id="2822945"] Interesting so sovereigns can always cast any spell regardless of INT? I appreciate you want to differentiate between sovereign and imbued championsbut if INT doesn't affect spells sovereigns can cast, why would someone ever put points into that for the sovereign? Spell resistance only doesn't cut it. Maybe INT should affect mana pool? I suppose offsprings can also cast spells limite

259 Replies 775,793 Views

[quote who="Tridus" reply="161" id="2822806"] Hit Points = 30 * Constitution * 0.1 can be rewritten to: 3 * Constitution That's a slightly larger version of what we have in 1.09, and HP totals on champions are FAR too small as the game goes on (unless you invest no points in anything else). The new version actually gives you more per point once you gain a few levels, because of the level factor. It goes up in value to keep up with the growing HP of squads, which get

259 Replies 775,793 Views

[quote who="Malsqueek" reply="139" id="2822546"]Alternately, heavy armors could just as easily apply either a "max dodge" or a multiplier to the dodge score. Leather = Dodge*1 (or "nomax") Chain = Dodge *.9 Light Plate = Dodge*.75 Heavy Plate= Dodge*.5 Masterwork Plate = Dodge*.8 And so forth. I personally think this will be a really solid method for working out b

259 Replies 775,793 Views

Derek Paxton or Kestral, has it been at all considered having armor being detrimental to dodge? The way I thought it could work for example is each armor weight class could halve a units dodge score. This could only work if dodge was made more powerful to account for the halving effect and that dodge would be at it's most effecient when used in light armor -Padded and l

259 Replies 775,793 Views

I don't recall seeing anything about them at all in the faqs or other threads, hopefully some peeps here might know the answers... 1) What do the 'upgraded roads' do? I saw my caravan's road become visably changed when it upgraded; It had a more proper road appearence compared to dirt road look they normally have. What does the upgrade do exactly? 2) What determines when the chance based researchs are 'likely,' or 'unlikely?'

3 Replies 5,161 Views

Does the formula for HP gain [Hit Points = 10 + ( (Constitution / 5) * (2 * Level) )] only apply to heroes? I've always been under the impression that the HP gain for normal units -units you build and NPC monsters- was a percentage of there HP total per level up. One thing I worry about is how will heroes HP totals scale vs the higher ranked normal units (vetern, elite, ect). I would be pretty insulted if my 25-30 Constitution hero had less HP then an elite unit of the

259 Replies 775,793 Views

[quote who="Derek Paxton" reply="28" id="2821049"] I'm glad to report that many of the things requested in thread are coming, some in 1.1 (sovereign/hero hit points increasing per level) [/quote] Thank the stardock gods! This is great news! 1 step closer to perfection. Here's my list......which is pretty much the same as alot of people's I'd imagine. I will probably make plenty of mentions about MOM, but tbh thats what was the inspiration for this game.</

33 Replies 19,560 Views

What random_target has said is actually true, even though I didn't think so at first myself. But after a few games I realised a number of things. 1) The bonus from city level up is actually cumalitive. It's not simply an upgrade to the bonus percentage, the original level 1 20% bonus still remains and is combined with say a level 2 city 30% bonus for a total of 50%. This bonus cannot be changed once select and could be easly wasted. 2 goldmines in a city that has upgraded gold product

2 Replies 5,721 Views

This is just an idea that occured to me which I kind of liked so I thought I'd share it with everyone on the boards. I can't begin to imagine all the set backs, problems and complications that would be involved with such a change in the mechanics of how parties currently work, so I'm just gonna outline my thing and you lot can consider it for yourselves. Basicly as things currently stand if you have a 3 man party with a total of 15 HP (5 per unit) and it is struck with an attack for 1

1 Replies 4,362 Views

it is utterly stupid if a hero can be 1 hit killed from just a bad dice roll. Consider other things that might be comparable to what the hero is supposed to be like; Sins capital ships, warcraft 3 heroes, MOM heroes, ect. They represent considerable time investment, along with a cash investment to make them powerful. Why on earth is it possible to 1 shot such valuable units? Like others in this thread have stated already, heroes do not scale properly against the rest of the games units.

125 Replies 351,327 Views

I say yes! We don't need godlike, but we are in need of serious improvements to hero's as it stands! Heroes have pathetic survivability. There is none of the MOM powering up after gaining a few levels and aquiring some equipment. Don't get me wrong, I wouldn't want heroes to be clones of the MOM ones because at late - end game stages they could be invincable. But point still stands that MOM heroes were so much more valuable and capable of turning a fight around. Hero abilities are als

125 Replies 351,327 Views

This happend when a group of units moved onto the same tile where a caravan was going between cities. After I move that unit group off that spot the caraven was replaced by a box shaped mass of random colours. Sorry that the description is a bit poor, but can't describe it much better then that.

2 Replies 3,179 Views