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Thread: Age 80 Proposed Changes - Suggestions and Feedback

  1. #31
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    Like the changes and shake up, however my 2 cents:

    Avians - Mercenaries/Prisoners 10, Remove ambush bonus

    Still fast, still strong, and comparable option to use them more to supplement for not having warhorses.


    Elves - Self spell on others mana cost reduced by 100%. Spell Book : All Racial Spells

    Still costs you runes, but doesn't negate your ability to do offensive ops if you choose. Decent spell line without having to go paladin (though it's good that way as well.)


    Faery - Change from all spells to all personality spells, except paladin.

    Still gives them versatility on personality choice and style but no access to specific racial ones.


    Dwarf - Add a small raze modifier on Traditional March.

    Gives a flavor that attacks from dwarves not only do their normal damage but adds extra infrastructure damage to them as well. Something new.


    Halfling - Prisoners can be used defensively. Can send 1 prisoner/(2 or 3) troops.

    Would make them interesting in that they can use what they take defensively. Low cost, yet low efficiency, elites + prisoners can make them variable.


    Undead - 9/5 elite, change conversion from some to 'moderate' and adjust accordingly.

    Big damage yet big penalties. Making it so when they DO actually hit they get those conversions they obviously will need.


    Paladins - Stragedy science +50% instead of valor. Change start to +400 specialist credits and +400 wizards. Remove dragon damage and replace with "Liberate on Traditional March"

    This makes it a defensive fighter option. Liberate will steal peasants from the defender at 50% of a normal massacre rate. Make it so you can not overpop yourself.


    Warrior - Up the tactics science to 50%. Remove wages and increase battle gains by +10%.

    Warrior for when you want to have the biggest offensive punch you can get.


    Tactician - Replace siege bonus with -25% training time.

    Faster now at both attacking and training.


    Cleric - Change -35% casualties to +20% enemy casualties, -20% military casualties. Add spell: "The Plague". Remove Greater Protection.

    Cleric is too overspecialized to fighting just undead. Now not only will they take less losses, they can dish out more (healers op). On top of that gaining access to plague as a one hit spell similar to anom, means they can utilize the no plague bonus as well for non undead races.

  2. #32
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    Letting anyone cast Plague as a spell is insane. Or do you mean it would cast on themselves so they can have a chance of spreading it?

  3. #33
    Post Demon
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    Quote Originally Posted by smercjd View Post

    EDIT (IMPORTANT): I know you haven't posted the science changes yet...but please please please, if you haven't turned it back from the cube root function, please do so. Rather than cube root, leave it square root - but nerf the multipliers. This is a huge deal for provinces/kingdoms who really try to pump their science. It should pay off. Cute root makes it so someone who never pumped it at all won't be too far from someone who really did pump hard.
    This. I've had science in my name every age except 2. I ignored science this age beyond the first week or so because it was a fools game to put effort into it. Cube root is a terrible choice - even square root is harsh, but is probably the right spot to prevent some sort of weird abuse. (Remember, even linear has diminishing gains on the additive sciences. Though I don't propose that.) The only exceptions are the "-effect" sciences, since they get weird if they get too low... you could form them as a 1/x format though to fix that if really needed. Although de-tuning them via multiplier is good enough for a quick and dirty fix.


    Also, you continue to set really bad NW values for elites. If there values hold up, please just remove (not UD) elites from the game - it will saving me having to browbeat my kingdoms mates out of training them. Literally the only elite worth buying is UD... the one you can't buy.


    I will keep yelling about this until you finally listen: FIX THE $@^#& ELITE NW VALUES!
    it's vs. its is ambiguous - from now on I'm attempting to use the proper possessive it's, and the contraction 'tis. (Its will just be the plural.)

    Think Different

  4. #34
    Post Fiend
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    My comment on proposed changes

    Avian

    -20% Attack travel time
    +15% Military Casualties

    AHAHAHAHAHAHAHAHA

    Orc

    +10% Maximum Population

    LOL

    Undead

    +20% Maximum Population

    Goodbye this game is not readable

  5. #35
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    It’s always fine to shake up the races and pers. others have covered them enough above.

    Do not disable munk this age just yet. Let’s ensure the intel is working and bug free, and ppl know what it is and how it works, before forcing ppl to abandon munk to use something we all don’t know what it is or if it will work.

    You already posted it’s not fully developed, so what’s the rush? It also puts too much pressure on your development and bug fixes will be disasterous start/mid war giving somone unfair advantage?

    Don’t rush a feature that could be good if integrated correctly - make sure it’s fully tested and completed during this age. Disable munk in age 81 if you like?

  6. #36
    Regular Chromemagnonman's Avatar
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    Suggestion Drop personalities for Trait slots to allow a custom personality. using flaw slots to purchase trait currency to "buy" traits.

  7. #37
    Regular Chromemagnonman's Avatar
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    Quote Originally Posted by Moneyman View Post
    It’s always fine to shake up the races and pers. others have covered them enough above.

    Do not disable munk this age just yet. Let’s ensure the intel is working and bug free, and ppl know what it is and how it works, before forcing ppl to abandon munk to use something we all don’t know what it is or if it will work.

    You already posted it’s not fully developed, so what’s the rush? It also puts too much pressure on your development and bug fixes will be disasterous start/mid war giving somone unfair advantage?

    Don’t rush a feature that could be good if integrated correctly - make sure it’s fully tested and completed during this age. Disable munk in age 81 if you like?
    I would have to agree, run a beta before implement. At least giving KDs the option to try betaBOT until full release will ease everyone into it.

  8. #38
    Enthusiast 0papa's Avatar
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    I am proly wrong but it appears they either incorporated Munkbot or copied it closely.
    Will ops and spells show? I tire of Killing TMs I deem unworthy.
    Last edited by 0papa; 02-02-2019 at 02:54. Reason: wont you take me to Funky Town?
    Have Fun & Prosper

  9. #39
    Regular Chromemagnonman's Avatar
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    Race/per suggestion - Shade

    Shade

    Bonuses
    -20% Damage from enemy Ops
    +15% Enemy attack time
    Enemy attacks fill dungeons
    Thieves and Wizards do not die

    Penalties
    -10% OME and DME
    +50% Wages
    taxes on aid starting 5% or lower threshold to trigger taxation

    Spell book: Wraith Form*, Greater Protection, Raise Dead
    Elite: Offense: 4 Defense: 8 Networth: 8.5 Cost: 825
    Soldiers: Offense: 1 Defense: 1

    *Wraith Form - Shade Spell - No Losses and can not be ambushed on attacks, +5%ME Moderate/High Difficulty - Short Duration

    As a Personality

    The Shade

    0 losses from Doing T/M ops
    +15% time on Enemy Attacks
    +25% Cunning Science Effectiveness
    Train Prisoners into Thieves
    Enemy Attacks/Theif ops Fill Dungeons
    1000 Training Credits
    Access to Wraith Form and Invisibilty

  10. #40
    Regular Chromemagnonman's Avatar
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    Aid Thieves and wizards to KD

  11. #41
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    Auto war with a temp/limited CF(12 hrs?) but can't be forced if you've been in war in the last 5(?) days

  12. #42
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    Lightbulb Undead Suggestion and New Personality Suggesstion

    I like @Chromemagnonman Shade as a Race

    Undead are basically unusable as is. I would either give them normal Specs or allow them to train elites. Weak specs are fine if you can get elites, but getting elites only from attacking just doesn't work with weak specs

    Undead

    Bonuses
    +20% Maximum Population
    -50% Military casualties
    Some specialists convert to elites on Traditional Marches
    No food needed
    Spreads and is immune to the Plague

    Penalties
    Only Basic Thievery Intel Operations available
    -35% Science Effectiveness
    -1 Offense Specialist Strength

    Spell book: Animate Dead
    Elite: Offense: 11 Defense: 4 Networth: 10.5 Cost: 1000

    Somewhere I saw someone mention werewolves, so why not have a Lycan personality

    Lycanthrope
    +25% Offensive Military Effectiveness
    -25% Defensive Military Effectiveness
    -10% Attack Time
    -10% Gains
    +10% Catch Thieves
    +50% Food Consumption
    Starts with +400 Soldiers, +200 Elites, +200 Specialist Credits
    Access to Animate Dead, Fanaticism, Nightmare
    Undead can't use this personality
    Last edited by JoeyD473; 02-02-2019 at 06:05. Reason: Format Undead Ideas, Changes to Lycan

  13. #43
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    Love the idea of having all races all shine in different aspects and suck in others.
    Some remarks..

    Nerf faeries
    .. hurt their economy even more if you want them to be scumbag super TMs, 5% population penalty, science penalty to finish it. I dont care about the BR penalty, you might as well remove it.
    Buff avians. I don't see how they could be competitive in any strategy. A fast hitter already suffers from declining offense. and then you increase military losses? Remove that, or else give them higher max offense
    Undead: give them the trait that no away army deserts when overpopped, and reduce gains on incoming attacks slightly. Maybe add another layer of mechanics : Increase undead conversion rate a lot, conversions only in war, give them extra credits in war, and revert part of the leets to soldiers as soon as war ends to create a race that starts a war relatively weak and ends it strong (unless it has been under attack obviously). Finally I would make them immune to MS. The science nerf is pretty harsh by the way. Maybe nerf economy science only?
    halfling: if they have cheap leets, give them cheap thieves and cheap specs as well. Dungeons hold 50 prisoners, 1 prisoner/merc for 3 normal troops possible, I like the no hospitals part only if everything is cheap to train.
    human: make it +2 offspec strength and it is perfect IMO
    Dwarf: a dwarf just needs free building or at least very cheap building. but I like the 6/6 leets and the wpa penalty.
    Orcs: some people say 20% autofail isnt a lot. I say it is just enought to be a real hindrance. I would change leets from 8/2 to 9/2. Increase enemy casualties by +30%, -50% spec credits.
    Elves: give them RM. rest is good

    I want to repeat. Faeries are too strong with those bonusses. On itself they are not bad, but there need to be a stronger counter for them. I see that their leet NW is high, but that wont be enough to really make a difference. A terrible economy ( lower income, less peons etc) might work. Make it impossible for them to run crazy high EPA without constant ToGs.
    Undead, Halfling and Avian will be really hard if not impossible to play competitively like this.

    Overall I am really excited about the changes for next age, and it looks like a step in the right direction. Every race has to be able to play a unique role and shine on a different aspect.

  14. #44
    Post Fiend Stingaaaa's Avatar
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    Should give orc the +gains
    That was one of the. More interesting things about the race.

    Human is meh

    Undead is okay, but say you get nm gonna be forever without elites

    Halfling is meh

    Elf is meh

    Faery is chill, strong, but chill

    Avian seems weird to have troop loss penalty
    "Inspecting mirrors is a job that I could really see myself doing."

    #BloodyMess

  15. #45
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    As was bandied about on discord some, give avian bl? Gives it more losses but lets it compete more offensively. And since elf is the new pala no problem with spreading bl everywhere!

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