Sureshot said:could make mana nodes in a cities radius grant XP bonuses to adepts trained there
Thonnas said:I don't know how balanced or unbalanced this is, but it kinda got me miffed: I usually don't even bother making any kind of effort for bowyers as the gains it gives for the amount of research requiered doesn't seem so great. I'm usually at or past iron working by the time I get research or trade for it. Well I was playing a game as Amurites and after getting bronze working I found no copper resoruces in any reasonably accessible areas, the nearest was deap within my neighbors territory. So I began making plans to warmonger and since I was Amurite I decided to go for bowyers to get the bowmen instead of head for iron working and hope for the best. Though I had built up a preaty good research base, this still tooks some time as I was cramed into 3 cities (one almost devoid of commerce). Well I finally get there and am ready to start making some bowmen to get my war on and I find out they requier a metal. One of the perks about bowmen in vanilla was that they did not requier metal, and therefor could provide some means of medium strength combat for those lacking metal.
I understand that a 6 str unit with no resource requierment might be a bit much, so maybe they could be 5 but not requier metal.
Eddiit said:The vampire Lord requiring lvl 12 is crazy. I dodnt think Ive ever had a unit hit lvl 12 in any game ive played. Lvl 6 is fine but 12 is insane.
Chandrasekhar said:Maybe I missed something, here, but aren't the mana nodes supposed to give aand
boost? Now we're back to square one, trying to keep them out of your workable radius...
QES said:Has anyone ever made very good use of Barnaxus? By the time i make him I never really get to use him. (I'm at peace and the barbarians are gone). Also - since hes not a hero (he ought to be) and doesnt gain xp by himself, he always gets killed by the time i wanna use him. As the Luchurip seem very dependant on "good golems" for warfare, it strikes me as necessary to level up ol' Barnaxus to decent levels. The only time he ever gets involved he dies, and my late game suffers cause i have 0 decent golems.
Shouldnt Barnaxus gain exp as a hero? Maybe either VERY slowly, or give him a cap not as high as regular heros? The issue for me is that when he's useful as a str 5, Im typically not at war with barbarians dead. I shouldnt be FORCED to declare war on someone so that i've a viable late game strategy should i?
Maybe I'm just confused as to how he works.
-Qes
Kael said:Yeah, the bonus's were removed when the new mana system was put in. I feel mana nodes are worthwile as is and dont need a production change too.
Well, then they are easier to protect. Powercomes with a cost, in ths case a slight tile penalty.No one questions the worth of mana nodes. People question the use of having them in your city radius.
Extrodinary use. Start a war if you need to. Rush towards knowledge of the ether after construction so you can keep him healthy. And with resurection, you aren't screwed late game if he dies.Has anyone ever made very good use of Barnaxus? By the time i make him I never really get to use him.
Nikis-Knight said:Well, then they are easier to protect. Powercomes with a cost, in ths case a slight tile penalty.
its placement on the tech tree seems good, but its cost is double that of the tech that gives Stygian guards O_o (Fanaticism gives Stygian guards and costs half the amount of Bowyers, and Fanaticism comes 1 step later than Bowyers on the tech tree).Kael said:Recon are the section of untis that dont require any resources. Archers require resources at 1 level laters than melee units. So their t3 units require copper and their t4 units require iron.
I will take a look at the research cost of bowyers, and see if it should be adjusted.
Nikis-Knight said:Well, then they are easier to protect. Powercomes with a cost, in ths case a slight tile penalty.
Chandrasekhar said:Couldn't the same thing be said about valuable resources like mirthril? And yet mithril gives you eightor something to that effect.
Having a tile that you can't improve in your city radius is really just a penalty of whatever you would normally put there. So if a mana node spawned right next to my capitol, it's sacrificing the 1, four extra
that I would normally put there. Is there some reason for taking their yields away that I'm not aware of?
Eddiit said:The vampire Lord requiring lvl 12 is crazy. I dodnt think Ive ever had a unit hit lvl 12 in any game ive played. Lvl 6 is fine but 12 is insane.
QES said:Has anyone ever made very good use of Barnaxus? By the time i make him I never really get to use him. (I'm at peace and the barbarians are gone). Also - since hes not a hero (he ought to be) and doesnt gain xp by himself, he always gets killed by the time i wanna use him. As the Luchurip seem very dependant on "good golems" for warfare, it strikes me as necessary to level up ol' Barnaxus to decent levels. The only time he ever gets involved he dies, and my late game suffers cause i have 0 decent golems.
Shouldnt Barnaxus gain exp as a hero? Maybe either VERY slowly, or give him a cap not as high as regular heros? The issue for me is that when he's useful as a str 5, Im typically not at war with barbarians dead. I shouldnt be FORCED to declare war on someone so that i've a viable late game strategy should i?
Maybe I'm just confused as to how he works.
-Qes
Kael said:In time we may work around that and have the AI block those bonus's when considering which one it prefers. But for now they all have to be equal. And I cant picture a money or production boost that is applicable to all types.
Grey Fox said:Why not make each have an equal bonus and equal penalty (in the eyes of the AI).
And isnt there a function in the SDK that the ai uses to value bonuses? You could add all your mana bonuses there and tweak the ai value for each.