khanjackal
Chieftain
- Joined
- Feb 16, 2006
- Messages
- 85
if you eat your unhappy guys, and have less pop than your neighbors, you risk being overrun
Rioters always get eated (imprizoned, tortured, murdered). But uprizings do happen.Hypnotoad said:If your Citizens knew you'd eat them if they rioted, wouldn't they avoid rioting?
Bad Player said:In my famous survival game the enemy shadows seem to be quite powerful. A shadow beat my Bambur (who only had combat 1 and 2 IIRC) and when I build a new ranger it seems to die to shadows. I think the shadows might have city attack promotion though (enemy obviously built form of the titan).
Should shadows be allowed the city attack promotion?
Chandrasekhar said:10 xp and 8 movement points? I know conjurers can be gotten at 10 xp, but with the situations you're describing, it takes a bit longer. If you want to talk best-case scenario, I can put my macemen in a highly cultured wall city with a ring of warding in it. If you take measures to make your strategies specifically stronger, then they will be stronger, but just because you can beat a vanilla set of units at the same tech level doesn't make something unbalanced. How are summoner trait nightmares any worse than mass produced combat 5 golems or any of the other Civ-specific benefits?
Gamestation said:I just thought of something to help balance summoning:
The amount of life a summon starts with should be based on how much life the conjurer has left, and the temporary summons should not heal. Summoning should also lower the amount of life a conjurer has by a percentage of his current life.
Gamestation said:I just thought of something to help balance summoning:
The amount of life a summon starts with should be based on how much life the conjurer has left, and the temporary summons should not heal. Summoning should also lower the amount of life a conjurer has by a percentage of his current life.
My intended result would be that people can still spam summons if they think it is worth the cost but the summons get progressively weaker until it would be better just to stop for a turn to heal the worn out conjurer. Summons can still be used to weaken an opponent by attacking improvements or sacrificing them on a city you intend to attack immediately, but a person can not use them to slowly wear down the opponent's units because the summons become easier to defeat if they are summoned every turn. The risk of making the opponent stronger by "giving" them experienced units becomes apparent.
Gamestation said:I just thought of something to help balance summoning:
The amount of life a summon starts with should be based on how much life the conjurer has left, and the temporary summons should not heal. Summoning should also lower the amount of life a conjurer has by a percentage of his current life.
My intended result would be that people can still spam summons if they think it is worth the cost but the summons get progressively weaker until it would be better just to stop for a turn to heal the worn out conjurer. Summons can still be used to weaken an opponent by attacking improvements or sacrificing them on a city you intend to attack immediately, but a person can not use them to slowly wear down the opponent's units because the summons become easier to defeat if they are summoned every turn. The risk of making the opponent stronger by "giving" them experienced units becomes apparent.
I think that the summoning system is already balaced. Different style of players may find it very powerful or useless, but that's only a matter of approach.Gamestation said:I just thought of something to help balance summoning:
The amount of life a summon starts with should be based on how much life the conjurer has left, and the temporary summons should not heal. Summoning should also lower the amount of life a conjurer has by a percentage of his current life.
Kael said:There is no way the ai would understand this. The ai would cast himself to death.
It would be better to take it the other way and allow summoners to "charge up" in preceeding turns to use an ability to gain bonuses. Then when they cast their charge is reset and the summon gets the bonus's. And of course adjust all summones strength down so that the charged level is the current level.
But even that would further imbalance the ai and human players (because even though I could teach the ai to do that they wouldnt do it as well). But even more importantly I dont know that it makes the game more fun.
Unser Giftzwerg said:But even so this does not mean the best approach is to aler the summoning system. If the AI was able to garrison it's cities with Longbowmen/Macemen and such, instead of Archers and Warriors and Adepts, that would make it much harder to KO the AI opponents early on.
TheJopa said:And pagan temples and prophets should come earlier, I have never built them (at least prophets)
Kael said:There is no way the ai would understand this. The ai would cast himself to death.
Kael said:Meanwhile I lost yet another game on Noble today playing as the Luchuirp. I was doing so good to, got Barnaxus to combat 5, Got Valin out and I was leveling him nicely. Got 3 mages who could cast fireball and a few confessors that were using defensive ring of flames.
But I just got overwhlemed by the Illians (who tried to kill Acheron with a unit with Orthus's axe and lost it to him, then came back to kill Acheron and take the axe back). Since the Illians don't really have anything special about them I know I wasn't beaten by a balance issue, but just because Im really not that good.
But it always confused when people talk about beating the AI without challenge on much higher ai settings.
I do think TGA's find on the AI attack odds is definitly helping, the ai seems to do a much better job picking its battles. The only thing I would like to see and Im not is much offensive casting. If I could get the ai to do a better job of grouping with casters and sending in lots of summons and fireballs if it has them available I would be in nirvana.