LikeTheWhirlwind

LikeTheWhirlwind

Joined Member # 3750972
0 Posts 46 Replies 136 Reputation

I'm personally reviewing all the spell XML and I want to let you guys know that changes are coming. We're looking into separating the hit and damage rolls for offensive spells. The hit roll will be caster INT vs. defender DEF. The damage rolls will be between a min and a max value, not just from 0 - max. Here's the fireball description in my current build: "Target enemy unit is hit with a fireball and is dealt (5-9) damage. Damage is increased b

114 Replies 214,779 Views

Thank you for the feedback Shryke. We definitely understand where you're coming from, and normalizing magic damage across the board is high on our list of things to do. In the coming weeks we're going to be looking at separating the hit roll (enemy has a chance to resist) and the damage roll for spells and giving spells a damage range instead of simply a 0 - max damage roll. We realize it can be especially frustrating and random to have your spells

22 Replies 6,350 Views

The arrows are purely a visual element. Damage dealt happens separate from the animation and doesn't have anything to do with how many arrows you see. What happens when a company of archers attacks is that each archer rolls from 0-(attack/number of archer)s vs. the enemies defense roll (0 - defense). If the result is positive, it's the damage dealt. Damage is summed for all archers and that becomes the total damage dealt to the enemy unit. In you

3 Replies 4,368 Views

First off, thank you for the feedback. 1) You're right, this isn't communicated anywhere on the UI. This is an area that we will improve upon in the coming weeks. We definitely agree with you that it is important to be able to view the debuffs that a unit is afflicted with. 2) This sounds like a bug and we'd be interested in squashing it. Can you post a save game from before the battle and your debug. err file.</

4 Replies 5,076 Views

I'd be willingly to bet the survey's results are well within an acceptable margin of error. A lot of you have problems with that fact that it's using data gathered using NPD's consumer panel. I think this is negligible. The people that participate in NPD's consumer panel come from a lot of different demographics, not just rabid PC gamers. Suffice to say, thats not the most questionable part about their results. They define "Frontline Digital Retailers" as a

35 Replies 80,908 Views

[quote who="Annatar11" reply="44" id="2691527"] NPD Group is commonly placed in the top 25 market research companies in the world (Nielson and Taylor Nelson typically being #1). Like Brad said, believe what you will, but I think NPD's numbers aren't far off. Then why is Blizzard on there essentially twice? [/quote] They're not. This is NPD being thorough, not incompitent. They're seperating two separate online storefronts. Clicking "

58 Replies 119,207 Views

To be honest with you guys, I'd put NPD's margin of error at about -+ 5%. Take what you will from that. 180,000 is a massive sample size considering a lot of political surveys are done with a fraction of that. Gallup's surveys are usually 1000-2000 adults strong, and they attempt to estimate the opinions of some 130,000,000 registered voters, and their margins of error are typically smaller. NPD Group is commonly placed in the top 25 market research companies in the world (N

58 Replies 119,207 Views

[quote who="Tridus" reply="168" id="2687829"] Well, that sounds better. It still seems like mounted units will get an attacks (and thus effective damage) boost if they don't move though. I know we're sucking up your time here, but can you explain why NullAshton's idea was rejected?[/quote] I think Brad responded to it pretty well. The connection between movement speed on the main map and movement speed in tactical battles implied by action points = moves overpowers

274 Replies 395,123 Views

[quote who="Tridus" reply="157" id="2687771"] Quoting LikeTheWhirlwind, reply 154Counter attacks are going into the 3C build. Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round. Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking. Please note that this doesn't affect what you can actually do during t

274 Replies 395,123 Views

Counter attacks are going into the 3C build. Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round. Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking. Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.

274 Replies 395,123 Views

I just want to reassure everyone that we are committed to releasing a finished and polished game. It would be a disservice to our many fans to do anything other than that. It would also be fundamentally violating one of our own rules, Right #2 from the Gamer's Bill of Rights: "Gamers shall have the right to demand that games be released in a finished state." Here's a link to the rest of the rights for those of you that have never seen them: <a href=

36 Replies 89,731 Views

Don't take the "3 minute" thing so literally. All we mean is that we're aiming more for Master of Magic combat length rather than Rome Total War combat length, for example. We want you guys to feel in control, and for your tactical decisions to matter. What we don't want is for tactical combat to drag on while both sides "go through the motions".

332 Replies 837,808 Views

Invalid as a weapon class in a research modifier just means it affects every weapon class. It's probably not very logical, but thats how it works right now. So if you wanted to make a research subject that affects the damage of all weapon types, for example, you would just put the weapon class as Invalid.

3 Replies 3,532 Views