TarlSS

TarlSS

Joined Member # 2403511
15 Posts 130 Replies 518 Reputation

Early attacks on the AI are really strong. This is not unusual for a strategy game by any means, as anyone who 6 pools can attest. However, the following stratagems are too effective and have too little risk. 1) Create a combat-monster sovereign (15 str, pre-equipped, warlord or assassin). Walk over to the nearest enemy. Kill him. Repeat. 2) Create a charisma-monster sovereign. 15 Cha, Royalty or Bard. Pick Green Thumb. -Build a Hut immediately. In the meantime

28 Replies 42,923 Views

I think there needs to be some reasonable counter/defensive spells at lower levels. Part of the reason DD spells are so effective, is that there isn't a way for spellcasters to defend themselves or their armies from the first strike. Also, you might want to limit the range on the earlier DD spells, that is also a major factor in their effectiveness.

18 Replies 13,869 Views

That's true, I think the design philosophy would help by establishing some 'rules of magic' for the fiction. If anyone remembers the TV Series Gargoyles, my favorite set of rules is: -Energy is energy, whether be it from Magic or Science -Every Spell has a counter and reverse -(Not really a rule of magic) Iron is lethal and binding to the Fae folk Stuff like that. Elemental might benefit from a Chinese Style/Avatar The Last Airbender styl

53 Replies 139,784 Views

My main issue is the Notable Location Level/Quest Level. I still to this day, am not really sure what techs I need to research to increase those things. Can anyone else think of more entries that could be more informative? -Shards display mana gained per turn -Troops display what they will cost in wages -Maintenance actually displays a gold value rather then some mysterious arbitrary integer. (At least I don't -think- a workshop co

3 Replies 5,912 Views

I would simply be in favor of A) Making ALL spells scale somehow via intelligence. (Enchants are more effective, summons less costly, etc) B) Raising the initial cost of enchantments like Imbue Champion or Arcane Weapon. You won't be 'undoing' them if it costs 20 mana to cast, and 0.5 to maintain. You can even raise the initial mana pool so you can imbue Janusk or something.

18 Replies 14,329 Views

Spears also have high damage due to being two handed. Shields need to be more effective. A Sword and Shield wielder should be> Spear wielder since swords are infact, more expensive. A unit with a shield should at least be able to greatly nullify the added damage from two handed weapons. I'd say make shields have the equivalant armor as the appropriate chest-piece. IE, light shields should have armor 3, maybe heavy shields armor 4 or 5.

15 Replies 6,407 Views

Really interesting. Sounds like my current job :) I think all of us who have programming/software jobs understand that implementation is 2/3rds time and testing is 1/3rd time. I've come to realize that testing is EXTREMELY important and needs to be really rigorous if you're going to have a a product worth it's salt. Who cares what cool features you've implemented if it crashes right away. I'm curious, and feel free to stop me if it's proprietary- but what sort o

44 Replies 166,327 Views

After selecting my sovreign, faction, and enemies, the world load screen simply doesn't end. It's been about 5-10 minutes now. What gives? Anyone else having these problems? Difficulty is set to challenging, world normal, everything else normal. let me know if anyone has insights.

1 Replies 3,951 Views

MORE USES FOR POPULATION! I don't believe the starting city needs to be the most important city but I do think you should be able to change capitals, and there should be special improvements for capitals. Also, there needs to be a bonus for population once you reach city level 5. Otherwise what's the point of all those extra prestige buildings? Population needs to modify tax percentage, troop build time and resource throughput more significantly. Troop

12 Replies 42,032 Views

What the earlier poster said about not being able to invade in GalCiv really rings true. You SHOULDN'T be able to rush an opponent's CITY with something like a warlord and sentries in the first 10 turns if the guy has the misfortune to spawn next to you. That really limits options on maps that are smaller. Drop City Walls as a tech and a structure, and simply add them to any city level 1. You shouldn't be able to bypass the walls without magic. And the walls should have a ridiculous a

64 Replies 214,210 Views

I think perhaps cities should either have a base value dependant on size (+1 gold/wood/etc per size) or that buildings should have a base value as well as increased percentage value. Also you could increase the overall influence and resource range of larger cities to emulate a more Civ-style sort of gameplay. IMHO advanced structures like barracks also need to increase recruitment speed drastically. As of now, yeah, it's definitely worth plopping down 10 cities to have ten units build

9 Replies 7,126 Views

Why not tie it to level? Honestly your sovereign SHOULD be about level 9/10 when you start fielding companies. And it's pretty easy to get Champions from level 1-3 or 4 later in the game, especially when recruiting champions in 'the wild'. Ideally your champions in general would wind up level 4-5 after general usage. With a flat ten modifier, your looking at an average of level 4*10= 40 Con and each con=3 HP, therefore an average level 4 cham

37 Replies 23,875 Views

Champions ought to multiply the values of their stats by their level. Thus, at level 1 you have a normal sov. At level 10, You've got a sov with maybe 100HP/100 Attack/200INT. This sounds about right. If your average stat progression ranges from 10-20, then you're looking at a progression of 10-20-30-40-50-60-70-8-90-100 This easily matches up to company scale progressions we see later game. 5-20-40-80-160 W

37 Replies 23,875 Views

Can someone give me an in depth answer as to how caravans work/what benefits they provide? Do they produce gold? How much? Is it based on distance? Is trading with other nations more profitable than with your own city? I know the basic mechanics, I just want to know why I should make them.

0 Replies 2,450 Views

In the later game, you can acquire tons of gildar by adventuring. A goodsized mob (level 5 or so) will typically net you anything from 100-500 gp.

16 Replies 64,458 Views

Yeah, that's just the thing. Here's the deal. game reviews come out approximately 2 weeks after game release. Fact is, programming and artwork assets aren't in good enough shape for reviews. I know right now if Stardock leaves the game in the state it's in, it's totally going to get trashed, and this game is going to go the way of the dinosaurs. No one will buy it, there won't be money for an expansion, and in the end it'll be another failed experiment for Stardock. Th

80 Replies 300,180 Views

I think this review is spot on. The way champions and magic are implemented is quite frankly, piss poor. There's no point to leveling your sovereign or anything like that. The later level spells don't do anything particularly interesting other than 'summon unit' or 'deal damage in mildly creative way X' I will give credit to the game where it is due, the empire building part of the game is pretty neat. I like the way the tech tree works and building empires and stuff. My curre

80 Replies 300,180 Views