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Thread: Age 54 Potential Changes Rev II

  1. #166
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    Quote Originally Posted by Realest View Post
    as usual, these threads are littered with copious amounts of stupid
    I would like to point out that even stupid posts are more productive than that.

  2. #167
    Enthusiast Vit's Avatar
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    Only Faery now could cast Mystic Aura.
    Give it to someone, Elves for example. Or to Mystic Personality.

    Looks a bit ridiculous: Orcs have 5 racial spells, Elves only 4.

    P.S. Elves now looks much prettier then in rev 1.
    Last edited by Vit; 28-04-2012 at 09:16.

  3. #168
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    Quote Originally Posted by Vit View Post
    Only Faery now could cast Mystic Aura.
    Give it to someone, Elves for example. Or to Mystic Personality.

    Looks a bit ridiculous: Orcs have 5 racial spells, Elves only 4.

    P.S. Elves now looks much prettier then in rev 1.
    Yeah to connect back to my previous post, you could give the mystic aura to halfers, their self spellbook sucks and I think they are a little weak as is. Even though invisibility is strong, not many people use TW especially with the reduced birthrates, its really no good unless you are on the verge of being UB in war.

  4. #169
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    lol, it was just a day's time and the thread increases 5 pages long xD Actually the way I saw the races changes are like pairs, perhaps thats what the development team wanted for the next age.

    Pair 1, Hybrids:
    Avian - A/T
    Dwarf - A/M

    Pair 2, Super T/Ms:
    Elf - Super Mage
    Halfler - Super Thieve

    Edited Pair 3, Strong Offence Attackers:
    Orc - Strong Offence Attacker without oping ability and with better magic defence
    Undead - Strong Offence Attacker with oping ability and without any t/m defence

    Pair 4, T/Ms:
    Faery - Quality T/M with bonus in Wpa Tpa and Damage
    Human - Quantity T/M with bonus in Population and Damage


    PS: Human actually doesn't lose his income strength totally. The +30% income is swifted towards the ToG spell which you will no longer see an inactive Human race with millions of gc, but with hundred of thousands of runes perhaps :p


    Overall, you can see eventually there is no absolute way for a race to turtle and defence themselves like an unbreakable castle. Every races has its weaknesses and it is breakable.

    But still, I am against the Elfs with extra manas and Nightmare spell as usual :\

  5. #170
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    I think Orcs are a bit overpowered with the Reflect Magic spell. Remove it from them, all the other changes are fine :)

  6. #171
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    Quote Originally Posted by Persain View Post
    median or mean? it makes a BIG difference
    why not make science gains based on enemy kingdoms science.

    10% of losing kingdoms science. So say they have 250,000 books total :

    250,000 / 25 (amount of provinces) so 10,000 books lost of each member

    Kingdom that won

    250,000 / 21 Provinces - 11,905 books gained per kingdom member

    Rough figures and % for easy working out.

    BTW will science gained come to winning kingdom as "raw" books or will it be like a learn hit whereby you cannot choose where it will be distributed?

  7. #172
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    Quote Originally Posted by THX1912 View Post
    I agree. With the current changes, a province a few peasants above 50% gets no bonus at all, while a province in the same province that is a few peasants under 50% will suddenly end up at 70% of its max pop. This can lead to some provinces being left behind a slowing down the rest of the KD.

    I would suggest either setting a minimum % of max pop, and everyone bellow that at war end is brought up there (be it 2/3 or 70%... with +500% birth rates it shouldn't make a big difference), or you go with a bonus that gets smaller and smaller the closer you get to your max pop (i.e. Someone with only 40% of his max pop would receive a 50% bonus. Someone with as mush as 80% of his max pop would receive a 2% bonus).

    Of course, there is nothing dramatic there, as with the other end of war bonus, rebuilding becomes much faster and cheaper, but it would be more fair for all the players in a KD.
    I think all land should come back and when that land is back ALL province members get 70% of max population, all troops home etc etc.

  8. #173
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    Orc

    +25% Damage Received from Combat Instant Spell Damage and Sabotage Damage

    Now this IS a penalty.

  9. #174
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    Quote Originally Posted by Ahab View Post
    War hero does need a small buff. It's awfully weak right now.
    give it 50% reduced gains when ambushed.... its a perfect match and i agree this pers needs a tad more

  10. #175
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    I agree, war hero is just a tad bit weak. I suggested -50% honor losses on incoming land attacks/ops, instead of the honor bonus, but your addition would make it a decent personality as well.

  11. #176
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    Bishop, I don't see any race with MA. Does Fae still have it or is it gone next age?
    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...

  12. #177
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    Thumbs up

    Good question landro! Was wondering that also

  13. #178
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    Regardless of what the final tweaks look like, I really like the way Age 54 is shaping up. It's a much needed shift to a more dynamic warring game. Great job on the changes—I'm looking forward to the age start.

  14. #179
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    +1 off specs on Undeads would be a good boost so they make a viable option for pure attackers compared to Orcs . Or reduce the sci penalty to -10%

  15. #180
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    Avians

    humans and fearies still seem a bit too strong and in an age with many more and stronger hybrids, orcs and undeads seems to be lacking defence against it.

    my note on avians is that their elite is very weak for the cost and what use will a A/t possibly have of vermin?
    change vermin and increase the def value(6/4 or 6/3 to rival elves and dwarves) or decrease the cost of the elite to 650 at least.

    vermin? make it a thief op and increase its effect by 50%. starvation has been a far too small factor in this game for too long and its really an interesting mechanic.
    possibly making it a rogue and avian exclusive? this will increase the worth of greater arson(a seldom used op). rogue as it is, is a weak personality at the moment(sure AW will be more powerfull now but how fun is it to only cast that 24/7?)

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