Kael
Deity
woodelf said:Kael - can we do away with Religion founding techs being able to be acquired via goody huts? Starting a 2nd era game is maddening when a religion is founded in turn 5!![]()
Yeap, will do.
woodelf said:Kael - can we do away with Religion founding techs being able to be acquired via goody huts? Starting a 2nd era game is maddening when a religion is founded in turn 5!![]()
Nikis-Knight said:How about giving hawks/ravens ability to see invisible? That'd keep them valuable throughout the game, but they would have to be used to see the invisible, so the attacker would have a free turn or two.
pa12ick said:I was wondering why the Calabim Palace gives "Law" mana, but not "Death". What rationale are you using for the mana from each palace?
Frozen-Vomit said:My girlfriend complained that she is going for the baron every game because it seems the easiest way to dominate the AI (at least on lower difficult levels)
Maybe give the player who builds the baron a negative diplomacy modifier with each other civ based on the number of werewolves he has under control:
Something along: Werewolfcount/2 = -DiplomacyModifier
a small penalty, but maybe this will help the AI to dogpile on the player who tries to exploit werewolves.
Frozen-Vomit said:My girlfriend complained that she is going for the baron every game because it seems the easiest way to dominate the AI (at least on lower difficult levels)
Maybe give the player who builds the baron a negative diplomacy modifier with each other civ based on the number of werewolves he has under control:
Something along: Werewolfcount/2 = -DiplomacyModifier
a small penalty, but maybe this will help the AI to dogpile on the player who tries to exploit werewolves.
Kael said:I tend to think werewolves are a double-win mechanic (if you would already have won they allow you to win faster). Im actually a big fan of double-win conditions because they allow you to avoid some of the games tedium.
But I would consider dropping the base chance of getting a werewolf from 100% to 75%.
The other adjustment that would be kind of nice would be that enemy AI units wouldn't attack a werewolf unless they are likely to win.
Halancar said:The only thing I would do to the Baron is take away the city raider line of promotions (to put a cap on his civilization destroying potential). Since that would leave him with very few promotions, why not create a whole new "werewolf only" promotion line that affect the probability of getting new werewolves and the health they start with ?
TheBoatman said:Since recent patches, the werewolves get promotions from the units they killed. My blooded werewolf killed a combat5 priest, who had been softened with fireballs. I got c5 casting ravenous werewolf. After some time I had c5 cr2 casting greater werewolf (de facto tier 4 unit) for free
This is overpowered!
Quetz said:Am I the only one that thinks Twincast is horrendously unbalanced..? I used one group of 4 Fireball wizards who all had it, and one group of 4 Conjurers with one wiz for haste and scorch, in my last game. I just declared war on everyone at once for fun, and used those two stacks to literally raze every city that didnt belong to me off the map... Nothing could stand up to the Twincasted Sand Lions (those Earth things if I couldn't get a nearby plain) and at most it took 3 turns for the Fireballers to bring down a city (that was the barbarian dragon city, all others were one or two turns.) I get the feeling this ought to be something like +1 strength to spells or something.. Making it like you have two mages in one is pretty over the top IMHO, especially since I could level them straight from Adepts to Twincasting Fireballers with Combat 5 as soon as they were built, thanks to the Form of the Titan and Cave of Wonders (Also had Eternal Flame to boost CoW. Yeah, I skipped all domestic techs for magery just for fun, except elf cottages... was using their Arcane/Summoner leader, forget her name.)
Not only all that, but since all my mages had combat 5, they didnt even need a guardian escort.. since none of the AI civs (except one) had better than Axemen at that time, they won every single fight, and one of them even ended up with Orthus's Axe :O The one that had Assassins went down real quick once I learned to bring a Hunter along, and nuke them as soon as they appeared..
Anyways, my point is that (again, IMHO, and I'm no pro developer or anything) that Twincast should be changed to something that doesn't literally double your power, especially when it is so easily obtained and spammed with Arcane and the right buildings.
Quetz said:Am I the only one that thinks Twincast is horrendously unbalanced..? I used one group of 4 Fireball wizards who all had it, and one group of 4 Conjurers with one wiz for haste and scorch, in my last game. I just declared war on everyone at once for fun, and used those two stacks to literally raze every city that didnt belong to me off the map... Nothing could stand up to the Twincasted Sand Lions (those Earth things if I couldn't get a nearby plain) and at most it took 3 turns for the Fireballers to bring down a city (that was the barbarian dragon city, all others were one or two turns.) I get the feeling this ought to be something like +1 strength to spells or something.. Making it like you have two mages in one is pretty over the top IMHO, especially since I could level them straight from Adepts to Twincasting Fireballers with Combat 5 as soon as they were built, thanks to the Form of the Titan and Cave of Wonders (Also had Eternal Flame to boost CoW. Yeah, I skipped all domestic techs for magery just for fun, except elf cottages... was using their Arcane/Summoner leader, forget her name.)
Not only all that, but since all my mages had combat 5, they didnt even need a guardian escort.. since none of the AI civs (except one) had better than Axemen at that time, they won every single fight, and one of them even ended up with Orthus's Axe :O The one that had Assassins went down real quick once I learned to bring a Hunter along, and nuke them as soon as they appeared..
Anyways, my point is that (again, IMHO, and I'm no pro developer or anything) that Twincast should be changed to something that doesn't literally double your power, especially when it is so easily obtained and spammed with Arcane and the right buildings.