A couple questions

vivictius

Prince
Joined
Jan 16, 2004
Messages
425
1. How does the free exp from buildings and rank one spell promotions work?

I have had mages with ten (amurite, geovannon) first ranks in spell promotions, plus the various building in the town, only getting .14 exp per turn. They had ~16 exp at the time so it wasnt the 20exp cap. Priests were getting about the same and melee/archer/non-priest disc. unit with the same promotions got none.

Command posts and similar buildings that increase exp by a given number (.5 for cp) do not increase it by that amount, so is that number multiplied by some factor?

2. How does the new archery promotions and the ranged combat score work? Do they affect defensive strikes or is that only the drill line? Does anything other then the archery promotion affect ranged attacks?

3. Would it be unbalancing for Paramanders to not obsolete Soldiers of Kilmorph? They are allways usefull to sacrafice if for no other reason.

4. Speaking of Paramanders (and would also apply to Crusader I guess), with Plate and Blessed Armor (melee) they are generally inferior to Soldiers of Kilmorph, would they be too strong if they could use the new $$ weapon promotions melee units can buy?


thanks
 
Concerning the experience, it was recently discussed in the Tweaking... thread.

Go there for details, but the short version is:

After level 4 or 5, the base experience gained is so pitiful that you can give up on ever getting another level. The recent changes didn't change that.
 
SoK are made of win and awesome and I support them staying around until the end of time :D
 
Also, if you have superior weapons technology, you can get them lots of melee promotions and then go paladin. They be dwarven paladins! More resistant to poison and move fast in hills.
 
The way mages gain xp is still disappointing. I was hoping on not having to use them for fighting. It jsut doesn't make sense for them to havve to be killing things. Especially as being proficient in killing requires them to learn non magical promos.

It would be really nice to have an arcane university building or somesuch, that could train mages really fast, but you'd have to pay for their tuition. Mybe a rpidly increasing gold cost per turn
 
Ya, with the changes that appear to add more +exp it is harder to get a archmage in FF then with FfH.
 
Play Amurites and get a lot of mana. Build rites of oghma a lot and expand (aggressively if you have to). Cave of ancestors still gives free xp for each (patch G). I like getting level 6 adepts out of the assembly line. Too bad I cannot wane them.
 
Catacomb librarus also boosts arcane study 100% where it is built (in addition to current benefits)? Not enough? No need for a new wonder imo. Besides, there are already many other no-brainer wonders.

Soul forge, holy city shrines, altar, guild of hammers, great library, caminus aureus...
 
When you have that many no-brainer wonders, it begins to move from "these couple are overpowered" toward "these few are underpowered" and finally back to "they are balanced and you have to make a decision, cause you can't get them all!" :)
 
When you have that many no-brainer wonders, it begins to move from "these couple are overpowered" toward "these few are underpowered" and finally back to "they are balanced and you have to make a decision, cause you can't get them all!" :)

So how about making it a national wonder, and just having :gold: costs associated with training, to prevent it being overpowered.
 
I have gotten them all on noble difficulty. Even the pact with giants is possible if I am not against Cassiel who beelines it.%
 
Back
Top Bottom