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Thread: Comments on potential changes for age 52

  1. #1
    Game Support Bishop's Avatar
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    Comments on potential changes for age 52

    Please give your comments here - try and help the devs out by commenting on the areas they requested. Please remember, if you want to debate an idea someone proposes then please create a separate thread for it.

    We now have a separate thread for comments on the relation system - http://forums.utopia-game.com/showth...ations-changes
    Last edited by Bishop; 19-10-2011 at 22:35.
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  2. #2
    Postaholic
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    These are the changes? u removed fog? bah

  3. #3
    Needs to get out more DHaran's Avatar
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    Quote Originally Posted by Judge View Post
    These are the changes? u removed fog? bah
    Changing the relations system and fake war rules will be the biggest changes we've had in years. YEARS.
    S E C R E T S

  4. #4
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    Shep
    * Immune to Droughts, Storms, the Plague and Dragons.

    erm op much?! Immune to dragons?! thats big.

  5. #5
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    Dharan.. yes fake war looks good.. But relation system is something i am looking forward too... also if we talk abt the races no big change in any... still people will prefer avian merchants -.-

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    Question:
    Dwarves can use credits on Razes ... Will credits still be "used" when Dwarves construct buildings? If a Dwarf does 5 rounds of uniques in a 48hr war, does the dwarf then have 5 rounds worth of free raze credits, or only one (as all but last lot will have been used building?)

    Orcs have a negative thievery effect ... does this include accuracy of intel ops or are they purely based for sabotage ops?

  7. #7
    Sir Postalot Ordray's Avatar
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    Wow, the Shep change is huge. As is the relations overhaul.

  8. #8
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    I would like some clarifications regarding Shepherd. When you say immune to Dragons, does it mean only being immune to the 10% loss of income and the loss of 20% of new draftees or does it include the effect of the Dragon being sent as well? Eg. Ruby -8%ME, Emerald 15% military losses and 15% lower attack gains and etc.

  9. #9
    Enthusiast SoShaan's Avatar
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    and there will be protections from triple hostile situations without the use of FW?
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  10. #10
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    seemss to me undead still strongest !!! dwarf nerfed to much and feary's elites only 4 ? thats super weak... not much choice going in either avian or undead most kd will run undead's what a bore

  11. #11
    Sir Postalot Ordray's Avatar
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    If you don't retal on all 3, then their gains will drop sharply.

    Also, you've bolded the Elf instant spell effects, but they're the same as the current spell effects is it not? "+30% damage on instant offensive spells" (Age 52) vs. "+30% Spell Effects (For Instant Spells Only)" Age 51
    What's different if anything?

    Also, Orc is getting a pretty nice boost this age again. The TPA/WPA penalties from last age get replaced with -% gains? If I'm a pure attacker Orc, then this doesn't really hurt me as much as the TPA/WPA penalty.
    Last edited by Ordray; 19-10-2011 at 13:18.

  12. #12
    I like to post Landro's Avatar
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    Hey Bishop, did we inspire the change in damage for Orc ops/spells?
    http://forums.utopia-game.com/showth...-DevansMinions!
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  13. #13
    I like to post Landro's Avatar
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    Quote Originally Posted by Ordray View Post
    If you don't retal on all 3, then their gains will drop sharply.
    yeah, that should be an end to eternal hostiles
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

  14. #14
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    I'd like clarification on how a fake war is defined, and whether or war that is active and then CF'd (but not MP'd/surrendered) qualifies as fake or real.

  15. #15
    Post Fiend Zermoid's Avatar
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    Changes to mechanics:

    Undeads will not convert any troops if they hit out of the end of war ceasefire period. What about including Into a War as well?

    Fog is removed from the game. OK

    We will now be actioning Fake Wars. We will use a combination of automatic detection, reporting and manual views of wars. About time

    We will be changing the relations system as follows:

    * We will be capping the relations meter and granting a button to both kingdoms if both parties reach this cap. The exact number is yet to be decided but it should be sufficiently high that it takes a fair level of activity to reach it. Sounds good

    * A large disparity between the hostility of kingdoms will result in gains dropping off. In other words, if a kingdom continues to hit another kingdom that does not retaliate the aggressors gains will be reduced. If retals begin the disparity on the meter is reduced, and so the gains for the aggressor will increase back to normal. I hope this doesn't apply within a war as well

    Honor generation will be reduced. Bad idea IMO

    Casting Storms or Drought on a Shepherd will not be blocked but you will get a message that they are immune on a successful cast. So you Can cast it but it does nothing, does that make sense to ANYONE?

    We will be re-jigging fortified (or possibly splitting it out again) so as to provide an viable stance to pump in. For example, it may contain a training time decrease for troops. It is almost useless as is so that is good news

    Race Changes

    Avian
    Bonuses:
    * - 25% attack times
    (lost fog immunity as fog no longer exists) You really had to point that out?

    Penalty:
    * - 25% birthrate
    * No access to stables

    Other Information:
    * Offensive Specialist: Griffins (5/0)
    * Defensive Specialist: Harpies (0/5)
    * Elite Unit: Drake (8/3, $650, 6.5 nw)
    * Spell book: Clear Sight, Town Watch

    Dwarf
    Bonuses:
    * + 25% BE
    * Free Building Construction
    Can use credits to raze buildings Makes sense
    Penalty:
    * Accelerated Construction not available
    * - 20% thievery effectiveness
    * food consumption doubled

    Other Information:
    * Offensive Specialist: Warriors (5/0)
    * Defensive Specialist: Axemen (0/5)
    * Elite Unit: Berserker (7/4, $800, 6.0 nw)
    * Spell book: , Animate Dead (Fog removed)


    Elf
    Bonuses:
    * + 2 mana per tick in war
    * Defensive Specialist Strength +1
    * +30% damage on instant offensive spells. I assume that means spells like FB but not Meteors?

    Penalty:
    * No access to Dungeons

    Other Information:
    * Offensive Specialist: Rangers (5/0)
    * Defensive Specialist: Archers (0/6)
    * Elite Unit: Elf Lord (7/3, $600, 6 nw)
    * Spellbook: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic, Mage's Fury


    Faery - no change
    Bonuses:
    * + 50% magic effectivness
    * + 1 stealth per tick

    Penalty:
    * - 10% population

    Other Information:
    * Offensive Specialist: Magicians (5/0)
    * Defensive Specialist: Druids (0/5)
    * Elite Unit: Beastmasters (4/7, $900, 7.0 nw)
    * Spellbook: All spells

    Halflings - no change
    Bonuses:
    * + 40% thievery effectiveness
    * - 50% thief cost
    * + 5% population
    * Espionage operations are 100% accurate in war

    Penalty:
    * No access to hospitals

    Other Information:
    * Offensive Specialist: Strongarms (5/0)
    * Defensive Specialist: Slingers (0/5)
    * Elite Unit: Brutes (6/5, $500, 5.0 nw)
    * Spellbook: Vermin, Town Watch, Quick Feet, War Spoils

    Humans
    Bonuses:
    * + 30% income
    * + 40% Damage on sabotage ops Not sure about that one

    Penalty:
    * - 20% magic effectiveness
    * Offensive Specialist Strength -1

    Other Information:
    * Offensive Specialist: Swordsmen (4/0)
    * Defensive Specialist: Archers (0/5)
    * Elite Unit: Knight (8/3, $800, 6.5 nw)
    * Spell Book: Greater Protection, Aggression

    Orcs
    Bonuses:
    * + 30% gains
    * Trains elites with credits
    * - 30% Draft Cost

    Penalty:
    * - 50% effects from honor
    * - 40% thievery and magic damage (on offensive operations) OK

    Other Information:
    * Offensive Specialist: Goblins (5/0)
    * Defensive Specialist: Trolls (0/5)
    * Elite Unit: Ogre (9/2, $800, 6.75 nw)
    * Spellbook: Fanaticism, Aggression, Bloodlust


    The Undead - no change
    Bonuses:
    * Offense doesn't die on attacks you make
    * Successful land attacks convert specialists to elites
    * Spreads and is immune to The Plague
    * No Food required

    Penalty:
    * - 15% science effectiveness
    * Access to basic thievery operations only (neutral relations ops)

    Other Information:
    * Offensive Specialist: Skeletons (5/0)
    * Defensive Specialist: Zombies (0/5)
    * Elite Unit: Ghoul (9/3, cannot be trained (see 'Bonuses' above), 7.0 nw)
    * Spellbook: War Spoils, Nightmares, Chastity


    Personalities

    The Shepherd

    * Land generates 4 bushels of food per acre daily
    * Immune to Droughts, Storms, the Plague and Dragons. WHAT? Does that mean Shepherd troops won't be killed when attacking a dragon too?
    * -30% Explore time and costs
    * -30% Building Construction Time and costs

    Comment color code (if ya hadn't figured it out)
    Good change
    Not Sure
    Bad Idea
    De inimico non loquaris sed cogites
    (Don't wish ill for your enemy; plan it)

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