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Hi Lagi_, I've been going through some of your requests....and they often are Rule-Set changes = you can do them yourself = I'm not sure why you are asking And G to change them.

For example, Lady of Pain/Nymphs....you think they are too weak. Well, you can use the Editor to alter their stats....in Inioch's Mod, the Lady of Pain/Nymphs ALSO have Bard Skills = they are more useful (while sticking close to the lore).


Another example, you want Ballistas to be produced in Builder's Guilds....well, you can do that yourself with the Editor.


So, in regards to making a communal list (that we can all agree on) for And G, maybe stick with effects/mechanics that we can't change in the Editor.
See also rule 2.
Exactly as And G says....we really need to consider the rules each time before we hit the 'post' button. :)
you cannot modified abilites how much attack Seduce has. Im sure how what would be best to change this Skills to, best fit to units that using them.

Balista - I was asking about opinion, with what would be sensible to replace muskeeter with. I dont want this change in mod, can do it myself.

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There is no need to rewrite each idea one by one.

I write all my propositions, You write all yours. Then everyone make an opinion about other people list whats good, and with that you not happy.

Then it can be summarize, all agree or not to summarize and done.

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I support all 12. Southern ideas - even then one i was not sure with before
I support Paradoxnrt Ld idea
Post edited July 31, 2020 by Lagi_
Agreed, that is probably the most efficient way to do this.

Alright, so Paradoxnrt's List:

1) Leadership skill set to 30 skill points. Gives entire stack bonus of +1ATT, +1DEF, +1RES....and +4MOV IF possible.
Post edited July 31, 2020 by Paradoxnrt
I've kinda just been sitting back to see where this goes, but lots of good ideas! This would be my input:

Paradoxnrt
Leadership +1ATK / +1 DEF / +1 RES / +4 MP, 30 cost .... I really like this idea, but I don't think increased movement will be possible, nor different types of Leadership. I think 30 cost is too high (because Leadership cost is locked in DevEd, right? I forget). I would propose 20 cost for Leadership +1 ATK / +1 DEF / +1 RES?

Southern
1: Neutral city recruit cost 150% of Polite cost ... Yes agreed, will help players without affecting AI Emperor

2. Friendly cities recruit cost 25% of Polite cost ... Again agreed, while I did like the idea of friendly cities joining free, in practice it is too easily abused and I think 25% would play better.

3. City rebuild 50-100-150-200 / 2-4-6-8- turns .... Agreed, I would prefer this

4. Rebuild Tower 40 cost / 2 turns ... Agreed, especially with Lagi's Vision suggestions

5. Build Road ... Sure, I'm kind of indifferent to this one, as roads are a double-edged sword that allow quicker invasions into your empire as well. But I like it

6. I'd like to see Hero experience remain as it is in 1.45 .. I like that it further encourages players to level up their weaker units instead of hoarding all XP for their Leader. Also in LAN, XP hoarding massively slows down the game, to the point where we play with FC only against AI to make the game tolerable. The 1.45 hero level system allows us to play with TC against AI without it being highly abused (i.e. every player is constantly doing easily winnable TC combat, forcing all other players to wait, to ensure their Leader gets all the XP). I also think the drastic amounts of XP granted for higher level kills compensates nicely, and makes TC combat more interesting as both a participating or spectating LAN player.

7. To be honest, I really like that a level up only allows a single stat increase (or two levels per DEF, the most important stat). Abilities can be lowered in cost via ruleset, which leads to piling up diverse abilities instead of automatically maxing out stats. I think it more accurately represents the value of stats vs abilities (stats shouldn't be cheaper than most mediocre/average abilities in my opinion). If skill points were raised to 10 per level, I would want all stat costs to be doubled as well to maintain only one increase per level (essentially this would just allow more diverse ability cost scaling in a ruleset).

8. Hero movement cost of 3: I would support this. While I do prefer 1.45 cost, 3 is still reasonable (and is still a 50% increase over 1.36 cost).

9. I much prefer 1.45 restrictions on hero HP, but what about 10 points per HP (same as DEF) as a compromise?

10. Marksmanship cost 3 .... Yes, absolutely in agreement, It's too expensive with weakened basic ranged attacks (and other ranged attack costs can be altered in rulesets accordingly), especially with 5 points per level up which I really like otherwise.

11. I think that's too extreme lol but I do like the idea alot for basic ranged attacks. What about (1/1, 2/1, 3/2, 4/2), where ATK increases each level but damage remains vanilla? I think that'd be a good balance for basic ranged vs some of the better ranged attacks in the game?

12. I do agree with this for units. I find Gold Medal level 1 units underwhelming without it, and it's not gamebreaking.

Lagi
1. Vision .. I do agree with lowering vision range, but to a lesser degree considering it has no discernible effect on AI and will have a huge effect on map design. I'd like to see towers decreased to 10 range and structures decreased to 4. II love the passive vision so that needs to stay in the game for sure. I'd like Vision I/II/III/IV at +2/+3/+5/+6 .. This would make Vision i/II noticeably lower tier vision ranges, more for ground scouts in a ruleset... Vision IV could be made available to all flyers in a ruleset, and Vision III would likely be the most common vision range for levelled up Heroes

2. Monster / monster slayer & Hero/assassin ... I really like both these ideas, but pretty sure it'll be one or the other. I'm torn between the two, but would probably say I like Hero/Assassin the most

4. I've always found Seduce/Charm/Dominate to be quite effective in MP, especially with lowered RES in both Southern's ruleset and my own. I did add Bard's Skills to Seduce/Charm type units in my ruleset which makes them especially useful with the terrain/morale modifiers in AoW+

KingCrimson250
I really like the idea of certain attacks only targeting RES and not DEF. Would be curious to know if this is possible?

My own ideas: (excluding my ideal mana income which never caught on in the other thread :P )

1. Rename Summon Mermaid (and its description) to Summon Serpent ... then a ruleset mod could change the Mermaid unit into a Sea Serpent and vice-versa and would be a very cool Secret Spell?

2. Burning status effect: Whether it's a decrease to stats while burning, or increased ATK/DMG inflicted to burning unit, I'd like to see this improved if possible.

3. Fury: How about +2ATK / -2RES .. In mine, and especially Southern's ruleset, with lowered RES for weak units, Fury would become excellent for low tier units who already only have 1 RES, but remains questionable for higher tier units.

4. Lifestealing: possible to make it apply to defensive strikes as in version 1.0, as Thereunto mentioned?
I can open a shared google doc tomorrow to list the compromised suggestions
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southern: I can open a shared google doc tomorrow to list the compromised suggestions
yes, please do so
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southern: I can open a shared google doc tomorrow to list the compromised suggestions
seconded! Great idea!
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Paradoxnrt:
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Lagi_:
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KingCrimson250:
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IniochReborn:
https://docs.google.com/spreadsheets/d/1DBvrja80Tj1p7wDVi8kkw-XksWqsAljYnIxub3cPxgw/edit#gid=0

Here it is, feel free to add your proposals in the left column (I tried to list all the mentioned ones).
And please rate everyone else's proposals with Approve, Reject, or Compromise on the right hand side.

Everyone should have editing rights if I set it up correctly.

If your own proposal gets Rejected or Compromised then you can make a similar proposal at the bottom on the left hand side under COMPROMISES, the same applies if you rate someone else's as 'Compromise'.

After a week or two we should have a coherent set of proposals, and we also don't know with some if they are practical for And G.
Post edited August 02, 2020 by southern
Awesome layout/format, this should make things alot easier
i reject amendment to tower vision 10 not 8; and VISION III / IV, feel free to out vote me.

vision iV = should give 5+3 = 8 hex active see radius (more than my proposed tower 7), for flying scouts or some mind reader radars.

tower should grant 7 active, be cheaper. Player should raze and build towers, more often. its some job for crane, except fertilizing suburbs for your cities with road. On the other hand, the fortification feature of tower, could become annoying.
I added some votes on the sheet


What is meant by "replace mermaid name with serpent" ?

Replacing the summon spells with basically "summon serpent" ? If so, I vote to approve that
Post edited August 03, 2020 by Thereunto
i think changing the summon unit is easy in DevEdit, you just change serpent with mermaid on unit Id.

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I think would be nice to have faster animation speed, than what we have now
Pretty much, you can change what unit is summoned in DevEd but the spell remains called Summon Mermaid, which ruins it lol.