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Post by swiftfoxmark2 on May 25, 2010 13:02:05 GMT -6
Bring the ability to raze a village back. Maybe add that option into the Unit Training Buildings, Towers, and Special Great Temple Buildings. However, we could have the option to rebuild, but at four times the amount that it normally would cost to restore it after it has been demolished. Or we could just allow villages to be demolished. Another option would be to relinquish a Stronghold back to another faith, much like you can with a Great Temple. The relinquish ability on the great temple gives the great temple to whomever the owner of the capital is. So to have a relinquish option on the temple itself would be no easy task. There's nothing to indicate what faith the temple and stronghold originally belonged to?
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Post by quentinak on May 25, 2010 13:37:58 GMT -6
I also want the ability to relinquish a capital/stronghold if possible. Allow for relationship to greatly improve through the act of relinquishing it (of course, make sure that conquering the capital is more hurtful to relationship than relinquishing is helpful, so to prevent possible abuse of this feature). For example, an ally of mine gets invaded by a marauding party or by Death, and I reconquered the capital for my ally. As of now, I have to allow my ally to invade the capital, which doesn't help the relationship between the two faiths.
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Post by Boaster on May 25, 2010 14:08:18 GMT -6
The relinquish ability on the great temple gives the great temple to whomever the owner of the capital is. So to have a relinquish option on the temple itself would be no easy task. There's nothing to indicate what faith the temple and stronghold originally belonged to? It would be possible to match the capital, by faith, with the player's faith. So even if the previous owner was Death, who conquered the Order capital, to reqlinquish the Capital would restore it to the ownership of the player's faith matching the capital's faith, which would be Order. I do not know how to alter the AI to present it with the option to relinquish the Capital City. So this would only be beneficial for players to use. Also, this would present a problem for Faiths whose leaders are killed. Restoring a capital to a faith who is no longer existing can present problems.
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Post by quentinak on May 25, 2010 15:02:49 GMT -6
Right, the relinquishing capital option should only be available when the capital's respective faith Leader is still alive (eg. relinquish city of Chaos to the Chaos Lord only). If it's too hard to enable the AI to make use of this option, then so be it, and give the player this option.
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Post by swiftfoxmark2 on Jun 21, 2010 19:49:02 GMT -6
OK, here's a few requests: - Replace spiders with Valkyrie as the Legendary creature for Water. Make the spiders a 'rogue' unit. It just seems like Water got shafted when it comes to special creatures. A legendary creature that reaches level 15 and acts as a champion would be a boon to Water.
- Add a Goblin Thief and Goblin Assassin champion class. The latter would be the lord version. We need a 'rogue' thief class as well. Also, when playing as a 'rogue' lord for Chaos, have the Goblin Thief be the thief unit and not the Huntress.
- Create a Vampire Assassin thief class. For Death, I can totally see them employing some of their more powerful vampires as assassins. Or just maybe make them rogues as well.
- Make a Demon Lord class for Fire. This one would basically be a warrior class.
- Have some artifacts for these unique champions, like a whip for the Demon Lord that adds piercing attack, a crossbow for the Goblin Thief, etc.
- An artifact that turns an Assassin into a Vampire Assassin (like a hood or something).
I know these are probably won't happen, but it's just some ideas for the future.
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Post by Boaster on Jun 22, 2010 12:53:59 GMT -6
OK, here's a few requests: - Replace spiders with Valkyrie as the Legendary creature for Water. Make the spiders a 'rogue' unit. It just seems like Water got shafted when it comes to special creatures. A legendary creature that reaches level 15 and acts as a champion would be a boon to Water.
- Add a Goblin Thief and Goblin Assassin champion class. The latter would be the lord version. We need a 'rogue' thief class as well. Also, when playing as a 'rogue' lord for Chaos, have the Goblin Thief be the thief unit and not the Huntress.
- Create a Vampire Assassin thief class. For Death, I can totally see them employing some of their more powerful vampires as assassins. Or just maybe make them rogues as well.
- Make a Demon Lord class for Fire. This one would basically be a warrior class.
- Have some artifacts for these unique champions, like a whip for the Demon Lord that adds piercing attack, a crossbow for the Goblin Thief, etc.
- An artifact that turns an Assassin into a Vampire Assassin (like a hood or something).
I know these are probably won't happen, but it's just some ideas for the future. Legendary Spiders as rogue units might be possible. Valkyrie as a Legendary Champ? I don't know about that. She's already a special champion and appears in some encounters as a baddie. I would love to add a Goblin Thief, but the thief would look just like the unit group. I don't have the ability to edit sprites, unfortunately. The most I would be able to do would be add a palette effect. For some units, it already looks kind of tacky. Like for instance, the Yeoman Lord is essentially an Elven Staffman. The same unit sprites already get used between faiths (Raiders, Heavy Cavalry, Riders, Berserkers, etc), why add more to this? An artifact that polymorphs a unit could be possible, but it would be dicey to implement.
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solarr8
Member LVL 8
There are disruptions to the balance afoot.
Posts: 148
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Post by solarr8 on Jun 22, 2010 17:46:28 GMT -6
Replace spiders with Valkyrie as the Legendary creature for Water.
Why not just remove the cap on spiders in play? would be easier and besides that order and death already have a special unit like that so why blur waters uniqueness even further?
Add a Goblin Thief and Goblin Assassin champion class.
Only issue i see with this is having to rebalence the entire chaos army to compensate for the increased power that the goblins have vs the default unit. Now if you're suggesting chaos is underpowered (which i cannot confirm or deny due to not have played the race) than thats another story.
Create a Vampire Assassin thief class.
Ummm that would be instantly upgrading a special creature unit to the rank and abilities of champion? Wouldn't that be an unbalencing boost of power?
Make a Demon Lord class for Fire. This one would basically be a warrior class.
Only selectable by the custom lord option i would hope.
Have some artifacts for these unique champions, like a whip for the Demon Lord that adds piercing attack, a crossbow for the Goblin Thief, etc.
Uhhh. … nevermind …
An artifact that turns an Assassin into a Vampire Assassin (like a hood or something).
I like how you say "like a hood or something" Thats funny.
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Post by anonist on Jul 5, 2010 22:27:54 GMT -6
Just for clarification, doesn't the Mantle of the Vampire (I think that is the name) from the vanilla version of LoM:SE have a morphing effect? Would you be able to access that to make any ideas based on that easier? Admittedly, a Vampire Thief would sound awesome (especially since such an idea came to my head before I read this. ) An idea I just had, with admittedly no thought to balance or ease of implementation, would be a Royal Guard type of unit. We already have certain military units able to reach level 6, but this would be something more. Basically, an otherwise maxed level unit would gain experience when fighting with your leader. They would then obtain one more level than the max (this would even be for any units able to reach level 6). Basically they'd represent THE elite unit of your faith, whose sole duty is to protect their lord unswervingly. It'd be even better if they could have some extra boost beyond just the normal level-up, but I'm sure its already dumb enough as is. Another idea I had was an improvement on the concept of the Mercenary Camp, which you may remember from the Earth Quest. I really liked the thought of some buildings dotting the landscape where you can barter for units from distant or hostile faiths, in case you need them or would like a balanced army. Obviously, it sounds similar in them to mercenaries, but it would be more of a contracted fighter's guild, where the fee is payed in advance, instead of day by day swords-for-hire. The only major improvement on the building itself would be restocking the units available, perhaps on a weekly basis, with as much randomness as possible. Then again, I just realized that actually implementing these structures into any map with random encounters is probably improbable at best... Sorry for not being more helpful. I have no complaints about the work you have done, and I already actually enjoyed the basic system of the game to begin with. So I probably don't have as many suggestions as others who have played the mod longer do. At least, those I do have, such as bugs, I have no doubt you are easily as aware of as me! There is one other thing, though. How malleable is the AI? Meaning how much can you change or code with the current tools available? There are a couple of other ideas I could make up, but I won't even bother suggesting if you don't have the tools or the time to work on it.
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Post by rustydoglover on Jul 23, 2010 14:33:32 GMT -6
You really should make Marauders attack Capitol Cities/other owned things(gold mines, villiages, etc.) after 50 turns give or take if you havent already. that would make things much more interesting. they shouldnt destroy villages though, unless they can reconstructed.
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Post by Boaster on Jul 23, 2010 16:12:43 GMT -6
You really should make Marauders attack Capitol Cities/other owned things(gold mines, villiages, etc.) after 50 turns give or take if you havent already. that would make things much more interesting. they shouldnt destroy villages though, unless they can reconstructed. Something I have already tried figuring out. I may get there, one day.
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Elbus
Member LVL 7
Posts: 107
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Post by Elbus on Jul 25, 2010 2:57:58 GMT -6
I think more artifacts always make the game more enjoyable(not that it's not enjoyable, heck i love the mod!) With villages i think ale should be an option to buy just as well as potions. But not for pointlessness. For example maybe (you don't have to use the name) "Stubfruit Ale" +3 Strength(temp) "Sweet Nettle Rose Mead" + 2 Health Do you catch my drift? It would make the villages more 'welcoming' Like they have in the City Builder games, Caesar III and Pharaoh & Cleopatra, I think festivals could always be an option. You don't need graphical effects but maybe after the festival to your element/faith/god/deity(whatever) there could be an effect like for example, you gain 200 fame and lose 200 ale(its a festival) or gain 20 followers and lose a bit of (resource name here)
IDEA
It's probably not possible but it's an idea. I don't expect it to be in the game as it is probably extremely difficult to get, but anyways. Heres the idea. Side quests! Lets say you go to a village or something and somehow you find more than just the shopkeeper at the village and someone there gives you a quest like: "I lost my dog, could you find him for me?" = Hound is near village and standing idle or prisoner to tower-like structure. If you find him and bring him back to village, hound disapeares and you get 200 gold. It's probably not possible but it's a fun idea anyway.=]
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Post by duuvian on Aug 13, 2010 16:31:52 GMT -6
How do sprites have to be constructed and is there a software that is capable of doing it? I would be interested in at least attempting to do it. If you can give a step-by-step guide on what you would need to receive from me to put a new sprite into the game, that is.
Also, is it possible to construct Legends for the remaining faiths that don't have one yet? I'm assuming this has been asked before, but I haven't read most of the forums yet.
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Post by Boaster on Aug 13, 2010 21:18:08 GMT -6
How do sprites have to be constructed and is there a software that is capable of doing it? I would be interested in at least attempting to do it. If you can give a step-by-step guide on what you would need to receive from me to put a new sprite into the game, that is. Also, is it possible to construct Legends for the remaining faiths that don't have one yet? I'm assuming this has been asked before, but I haven't read most of the forums yet. A new Legends of Urak quest is certainly possible, but takes A LOT of time, dedication and know how. As far as being able to open sprites, we have no knowledge of this now. And consequently no way of saving. Editing would be a matter of bitmap editing the image.
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Post by Zrana on Aug 24, 2010 8:26:40 GMT -6
One feature i saw in another mod was the ability to have hp bars constantly showing on your own troops. This is really nice, esp. for playing as Life as it's sooo much easier to throw heals around quickly.
I'd love to play around with getting units' resists above 100 and using dmg spells to heal but it's too much of a hassle to be really worth it atm.
Also it seems like parry/high defense is a bit overpowered. Give me high defense over % less physical damage taken any day. Maybe hp values could be raised in general to make %reduction more noticeable and the effectiveness of defense lowered (i.e. the chance per point of def to not be hit)?
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solarr8
Member LVL 8
There are disruptions to the balance afoot.
Posts: 148
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Post by solarr8 on Aug 27, 2010 17:00:40 GMT -6
One feature i saw in another mod was the ability to have hp bars constantly showing on your own troops. This is really nice, esp. for playing as Life as it's sooo much easier to throw heals around quickly. I'd love to play around with getting units' resists above 100 and using dmg spells to heal but it's too much of a hassle to be really worth it atm. Also it seems like parry/high defense is a bit overpowered. Give me high defense over % less physical damage taken any day. Maybe hp values could be raised in general to make %reduction more noticeable and the effectiveness of defense lowered (i.e. the chance per point of def to not be hit)? I see that perry only works on 1 unit. Instead of trying to balence it this way why not allow perry to work on every unit in the group vs 1 unit in the group but cut down perrys effectivness by 1/2 (for starters. (is that even possible) It's harder to balence a game this way but its better because the perry option would still enjoy the utility of being able to be used on all members of a group but it wouldn't be so powerful that it's damn near impossible to die while using it. As it stands perry is not something i think makes the game any more exciting only necessary for hard diffilculty mode early on. Even as perry can now only effect 1 unit in the group its still rediculus to see how fast one of the units gows down without it vs the damn near impossibility to take one down with it. Even if you have both your fists up blocking every attack you're still going to get worn down faster than anyone using perry in this game. And that goes the same to blocking arrows with armor. It still wears at your endurence level.
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Post by Boaster on Aug 27, 2010 17:38:50 GMT -6
I have tried to make Parry, or Perry as you call it, to work for all units selected. I have not found a working solution, therefore it can only be used on a single selected unit.
When used on multiple selected units, for example, 1 military group, the first unit of the group will parry while the rest will continue their last order, if an order was given.
I'm not sure if you have more than one group selected if it will only command the first unit of the group to Parry, or if it in fact, commands the first unit of each selected group to Parry. I would lean towards the previous, over the latter.
Parry is an essential piece to the game as a Warrior.
A player should first master the art of Combat, then work towards mastering the art of Magic.
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solarr8
Member LVL 8
There are disruptions to the balance afoot.
Posts: 148
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Post by solarr8 on Aug 29, 2010 14:08:51 GMT -6
I have tried to make Parry, or Perry as you call it, to work for all units selected. I have not found a working solution, therefore it can only be used on a single selected unit. When used on multiple selected units, for example, 1 military group, the first unit of the group will parry while the rest will continue their last order, if an order was given. I'm not sure if you have more than one group selected if it will only command the first unit of the group to Parry, or if it in fact, commands the first unit of each selected group to Parry. I would lean towards the previous, over the latter. Parry is an essential piece to the game as a Warrior. A player should first master the art of Combat, then work towards mastering the art of Magic. Um ya it only works on 1 unit at a time and im using a mage as champion not a warrior so your last 2 points dont really apply. I was using defend button for the order infentry
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Post by Boaster on Aug 29, 2010 14:43:49 GMT -6
I have tried to make Parry, or Perry as you call it, to work for all units selected. I have not found a working solution, therefore it can only be used on a single selected unit. When used on multiple selected units, for example, 1 military group, the first unit of the group will parry while the rest will continue their last order, if an order was given. I'm not sure if you have more than one group selected if it will only command the first unit of the group to Parry, or if it in fact, commands the first unit of each selected group to Parry. I would lean towards the previous, over the latter. Parry is an essential piece to the game as a Warrior. A player should first master the art of Combat, then work towards mastering the art of Magic. Um ya it only works on 1 unit at a time and im using a mage as champion not a warrior so your last 2 points dont really apply. I was using defend button for the order infentry My last two points: Is a general statement for anyone to adhere to.
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Post by azarthis on Sept 6, 2010 8:11:42 GMT -6
This idea of having friendly hp bars showing is really good
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Post by duuvian on Sept 7, 2010 3:15:34 GMT -6
Um ya it only works on 1 unit at a time and im using a mage as champion not a warrior so your last 2 points dont really apply. I was using defend button for the order infentry You can select one military unit at a time by having nothing selected, and control clicking on the individual you'd like to parry. Then use the parry icon on that same member of the unit while he's still he only one highlighted. Then repeat on the others. In this way you can make all the 3 individual members of the military unit parry at once. Note that enemies will switch targets from parrying units to units that aren't, often archers.
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