Ideas, Requests, and Feedback

Actually, the way I have it is this:

Up until Ascension itself, Auric is still a man. He is not their god, and they may have a different person they'd like to ascend (or claim ascended). Therefore, nothing happens... I think I have it so they don't declare war, but I'm not even sure about that. I know they don't get Godslayer.

Once Ascension has been completed, followers of the White Hand become vassals of the civ which completed the ritual (Illians or Frozen). At this point, Auric (or Taranis) has ascended, and actually IS their god.
 
That's probably more balanced than my idea. Although it would be cool to watch a bunch of revolts be staged in the name of Auric(or Taranis). A little over powered maybe, but having Auric is pretty much synonymous with winning anyway.
 
If you're looking for a new "animal" resource to implement, can I recommend the capybara? ;)
 
I know there were reasons for the change, but I liked the old way of showing mutations much better.

Also, I'm not sure if these are being re-worked (issue with mutation changes with upgrades, etc.) but some of the combinations and individual mutations you get are pretty strange.

For example, one I got was an incredible -10 First Strike Chances (that's MINUS 10). :crazyeye:

One plus is that every mutation does NOT include Crazed, etc. that makes your unit run away like in the prior version. :goodjob:
 
I got that, -10 first strike chances, -35% healing, +25% strength, on a worker. :crazyeye:
 
I got that, -10 first strike chances, -35% healing, +25% strength, on a worker. :crazyeye:

While playing the Grigori, one of my heros decided it would be a good idea to touch a strange statue and mutated to -80% healing. I think he would have had to be in a city with a herbalist, infirmary AND inn just to heal at 10% per turn.
 
While playing the Grigori, one of my heros decided it would be a good idea to touch a strange statue and mutated to -80% healing. I think he would have had to be in a city with a herbalist, infirmary AND inn just to heal at 10% per turn.

I've never had a really good mutation though :p
You should go on the chat, loads of modders are always on there, we can try to work out these crashes or something, link's in my siggy ;)
 
I've not encountered any mutation yet.
But I think, reading you guys (and gals) that I don't ever want to mutate my units...
before, only crazed, weak and withered were really bad. All the others were either boni or an excuse to specialize your unit or something cureable.
 
You should go on the chat, loads of modders are always on there, we can try to work out these crashes or something, link's in my siggy ;)

I have family staying in town the rest of this week and this weekend, so next week I should have time.
 
I've not encountered any mutation yet.
But I think, reading you guys (and gals) that I don't ever want to mutate my units...
before, only crazed, weak and withered were really bad. All the others were either boni or an excuse to specialize your unit or something cureable.
I think we may be focusing on the negatives a little, but don't mutate any units you like. :p

I have family staying in town the rest of this week and this weekend, so next week I should have time.
Sure :) hope to see you there then :D
 
i had some really nice mutations. most of them have drawbacks but still. 55 % heal + 20 % postcombatheal on a horseman is pretty nice. i take the -5 first strike chances and still like this mutation.

or -20% strength but gaining 40% defensive strike. most of the mutations suck or are like +-0 but the small part of units makes it worth to have a mage with mutation around
 
This is more of a question than a idea, but do permanent summons give a portion of the exp they gain to the summoner?

If not that would be a nice way for a certain undead lord to give arcane line exp. :mischief:
 
This is more of a question than a idea, but do permanent summons give a portion of the exp they gain to the summoner?

All summons give some xp to their master when they die. I think it's 50% for Summoner leaders and half that for everyone else.
 
I know there were reasons for the change, but I liked the old way of showing mutations much better.

Also, I'm not sure if these are being re-worked (issue with mutation changes with upgrades, etc.) but some of the combinations and individual mutations you get are pretty strange.

For example, one I got was an incredible -10 First Strike Chances (that's MINUS 10). :crazyeye:

One plus is that every mutation does NOT include Crazed, etc. that makes your unit run away like in the prior version. :goodjob:

Few things on mutation:


  1. The current selection method kinda sucks. Far favors the basic ones, rarely see the stronger ones. Have a better method, just need to implement it; Entirely a DLL change, all xml stays the same. So a simple change. :p
  2. Didn't get much dedicated testing other than to make sure it works. I'm planning to skew the odds towards a good effect some (but make the big bad results like -1:strength: less rare to compensate), and make most bad effects removable somehow.
  3. The mechanic in place is only Dynamic Mutations. Legendary Mutations have yet to be added, as some effects I want are not available yet.

This is more of a question than a idea, but do permanent summons give a portion of the exp they gain to the summoner?

If not that would be a nice way for a certain undead lord to give arcane line exp. :mischief:

Already does this for all arcane units. Summoner leaders get more, so yes, D'tesh should be using this.

All summons give some xp to their master when they die. I think it's 50% for Summoner leaders and half that for everyone else.

Correct.
 
Wouldn't be a good idea to make "Recruit mercenary" (from Guild of the nine) a City spell? So only 1 per turn/city, that way you cannot spam them with a large army.

And what about the "Automatic worker promotions" thing?
 
Eh, no reason to. Valid question. It's just easier to activate it on a unit, than to search for it before being allowed to cast the spell, and then again to kill it once it is cast.

But ... if you ever feel this mechanic should be limited to adding one slave a turn ...
 
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