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Thread: Age 79 changes

  1. #1
    Forum Addict Bo To's Avatar
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    Age 79 changes

    Races

    Avian - removed

    Dryad
    -15% sabotage dmg
    -15% instant spell dmg

    +25% attack time
    Cannot Use War Horses/Stables
    -1 def spec strength

    Elite: 11/2 1300 gc
    Spells: Aggression


    Dwarf
    +25% Building Efficiency
    Free Building Construction
    -50% Building Construction Time

    Can't use Accelerated Construction
    +100% thieves cost

    Elite: 7/4 900 gc
    Spells: MA


    Elf
    +35% WPA
    +30% Tower Efficiency
    +1 Defensive Specialist Strength

    Elite: 6/5 1000 gc
    Spells: IA


    Faery
    +25% self spells duration
    Access to all self spells(excluding pallas unique spells, CS and RM)
    Refund 50% of runes on successful cast

    -10% Income
    Elite: 2/8 1250 gc


    Halfing
    +15% pop
    +50% tpa

    -5% BE
    -1 off spec strength
    Elite: 3/6 800gc
    Spells: TW


    Human
    Free mercenaries
    +25% credits

    -20% wpa

    Elite: 8/3 1100 gc
    Spells: QF


    Orc
    +30% enemies casualties on attack
    +25% gains

    +15% own casualties on attack and def
    -20% sci

    Elite: 9/1
    Spells: BL

    Personalities

    Heretic
    All Guilds are 100% more effective
    Wizards do not die on failed spells
    Reduced thief losses on failed operations (-66%)
    +40% Sorcery and Crime Science Effectiveness
    +1 Mana
    Access to Fool's Gold, Nightmare, MF, Invis, GA
    Starts with +400 Wizards and +400 thieves


    The Mystic
    All Guilds are 150% more effective
    +75% Sorcery Science Effectiveness
    Spell duration +25%
    Access to Meteor Showers, Chastity, Gluttony, Blizzard and Paradise
    Starts with +600 Wizards


    The Paladin - same but can cast only the pala's unique spells on others!


    The Rogue
    +1 Stealth recovery per tick
    Access to : Assassinate Wizards and Propaganda
    Thieves Dens are 75% more effective
    -50% thieves cost
    +50% Crime Science Effectiveness
    Access to Paradise
    Starts with +600 thieves


    The Tactician
    +1 general
    -50% losses on ambushes(on off and def)
    Starting Soldiers +800
    Starting Specialist Credits +800
    Access to Clear Sight, GP


    The Undead
    50% of the enemies casualties are converted in off specs on attack.
    Spreads and is Immune to The Plague
    -40% Military Casualties
    Starts with +800 soldiers and +800 specialist credits
    Access to Animate Dead


    The War Hero
    -75% elites training time
    Free draft
    Can train elites with credits(1 elite = 2 credits)

    Starting Elites +600
    Access to War Spoils. Fana


    The Warrior
    +2/1 elite
    +1 off spec strength
    Starting Soldiers +800
    Spec Credits +800
    Access to Bloodlust


    Mechanics
    QF - -20% attack time
    Plague - -10% BE
    Shielding science - removed
    Alchemy - increases gold donated to dragon(scaling 2 x production)
    Last edited by Bo To; 31-10-2018 at 14:26. Reason: Balance changes

  2. #2
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    I like the buffs on attacker personalities. Rogues, Paladins and Heretics kinda get shafted though.

    The Undead
    50% of the enemies casualties are converted in off specs on attack.
    This can potentially cause even more overpopulation problems for undeads.

    Human
    Free mercenaries
    +25% credits

    -20% wpa

    Elite: 8/3 1100 gc
    Spells: QF

    The War Hero
    -75% elites training time
    Free draft
    Can train elites with credits(1 elite = 2 credits)

    Starting Elites +600
    Access to War Spoils. Fana
    Free draft, free mercs, QF, +25% credits to train elites and fast elite training sounds pretty op lol.

    Also, Aggression on Dryads is pointless.

  3. #3
    Forum Addict Bo To's Avatar
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    Quote Originally Posted by elmoheadbutt View Post
    I like the buffs on attacker personalities. Rogues, Paladins and Heretics kinda get shafted though.

    This can potentially cause even more overpopulation problems for undeads.
    The base losses for attackers is 7%(4.2% for und in my proposal) and for def 5%, you take 2.5% which is far less than your own losses.



    Quote Originally Posted by elmoheadbutt View Post
    Free draft, free mercs, QF, +25% credits to train elites and fast elite training sounds pretty op lol.
    Draft only if you have peasants. QF only if you have the runes and the guilds for it. Elite training only if you have the solds. If you play against a core of humans it will be hard at the beginning but with enough effort it's manageable.

    Quote Originally Posted by elmoheadbutt View Post
    Also, Aggression on Dryads is pointless.
    I was thinking about solds donate and buffing their off. The solds will become horses(which they don't have and since I removed rogue's access to all ops they can't have).

    EDIT:
    Quote Originally Posted by elmoheadbutt View Post
    I like the buffs on attacker personalities. Rogues, Paladins and Heretics kinda get shafted though.
    I wanted to make here more about supporting the rogues and mystics offensively(probably needs an instant spell dmg buff but it was getting too many buffs imo). The mystic is focused entirely on duration spells and the rogue is harder without ga.
    Last edited by Bo To; 29-10-2018 at 23:14.

  4. #4
    Moderator umajon911's Avatar
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    How do you have a free merc...if you pay for them???
    “The only person you are destined to become is the person you decide to be.”
    - unknown

  5. #5
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    3 major issues

    1.Warrior: Geting +2/1
    This tosses ballance WAY off, the +1 to offspecs only works racial wide balance becuase most pople want to use leets in general and the differnce between a 7/0 and a 6/0 isnt that big when at least a portion of the offense is going to be leet anyway.

    2.Human:Free mercenaries
    This is effectively a huge offensive bonus. But really like all u did was give human a 9/3 leet and not allow them to use dungons, not really useful as it just requires someone to type in leets/5 on every attack.

    3.Halflings:+15% pop
    15% pop science is easy to get, 15% pop from racial, run say 40% homes and hit 5% more from say count....40.27 pop/acre. 5/7 even if not warrior gives 3 ppa, 3 wpa 3 tpa =31.27 leet/acre=218 raw dpa. Even a human warrior wont be going above 200 opa.

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    Quote Originally Posted by Bo To View Post
    Draft only if you have peasants. QF only if you have the runes and the guilds for it. Elite training only if you have the solds. If you play against a core of humans it will be hard at the beginning but with enough effort it's manageable.
    That's like giving rogues +5000% ops damage and then saying "ops can only happen if they have stealth so ET is key" or give avians +5000% birth rate and then saying "birth rate only works if you have peasants".

    I was thinking about solds donate and buffing their off. The solds will become horses(which they don't have and since I removed rogue's access to all ops they can't have).
    1. Dryads don't need more offense.
    2. Donating so many soldiers will cause overpopulation. Also, if you have that many soldiers to donate, better to donate to human/WH lol.
    I wanted to make here more about supporting the rogues and mystics offensively(probably needs an instant spell dmg buff but it was getting too many buffs imo). The mystic is focused entirely on duration spells and the rogue is harder without ga.
    Without GA, mages will just stack 30% WT, attackers will just stack 30% GS lol.

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    Quote Originally Posted by Persain View Post
    3.Halflings:+15% pop
    15% pop science is easy to get, 15% pop from racial, run say 40% homes and hit 5% more from say count....40.27 pop/acre. 5/7 even if not warrior gives 3 ppa, 3 wpa 3 tpa =31.27 leet/acre=218 raw dpa. Even a human warrior wont be going above 200 opa.
    Gains are nw-based so what's the dpnw for that? Having 40 pop/acre sounds like a recipe for bloated nw.

  8. #8
    Forum Addict Bo To's Avatar
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    @Persain
    1 & 3) the point of +2/1 is to open more strategies but I do agree halfer elite is too strong with such suggestion and 3/6 elite is better(faery goes to 2/8).
    2) I didn't get what do you mean - it's a bad bonus(doesn't matter really) or a good one? Because free merc also frees space because you wouldn't need stables.

    @elmoheadbutt
    1) Keeping low amount of peasants is much easier than keeping low stealth. I wanted to give humans some military/eco buff without being straight +income or income penalty protection.

    2) Fair point about dryad any suggestion about what unique spell to get?

    3) I didn't remove GA from the game I gave it to here for exactly the same reason here got NM. Also if you want to remove buildings(without wasting gen) there are normal arson and tornadoes.


    EDIT: I also made a small change to pala to be able to cast only the pala's unique spells. Also nerfed faery a little.
    Last edited by Bo To; 31-10-2018 at 14:25.

  9. #9
    Moderator umajon911's Avatar
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    Still....how do you have free mercs?!?!?!
    “The only person you are destined to become is the person you decide to be.”
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  10. #10
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    You have 9999999999 mercenaries available in your war room page. Using them doesn't use up your gc.

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    Quote Originally Posted by elmoheadbutt View Post
    Gains are nw-based so what's the dpnw for that? Having 40 pop/acre sounds like a recipe for bloated nw.
    because nw isn't the only measure u have to balance. sure its important but having one race so much ahead in pop/acre is just a recipe to messing with the game


    Quote Originally Posted by Bo To View Post
    @Persain
    2) I didn't get what do you mean - it's a bad bonus(doesn't matter really) or a good one? Because free merc also frees space because you wouldn't need stables.
    free mercs is both a bad bonus and theory and in execution.
    1, it can quickly lead to a race with to much offense because its just here u go heres some free offense lol.
    2. it hides nw free offense, in that you'll use mercs in every hit but never really see their offense when u take an sot.
    3. Since you send 1 merc per 5 units and mercs have a 5 point offense what your doing is effectively just giving that race +1 to both offspecs and leets.

    This is stupid because u then remove the ability to use dungeons since u are max sending mercs every hit. Literally the same bonus implemented in a much more a balanced method would be to give human a 9/3 leet and a +1 offspec with a drawback "cannot use mercs or dungeons"

  12. #12
    Moderator umajon911's Avatar
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    Quote Originally Posted by elmoheadbutt View Post
    You have 9999999999 mercenaries available in your war room page. Using them doesn't use up your gc.
    LOL @ this
    “The only person you are destined to become is the person you decide to be.”
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    Quote Originally Posted by umajon911 View Post
    LOL @ this
    It is stupid. Like Persain said, might as well give +1 to off pt.

  14. #14
    Moderator umajon911's Avatar
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    Quote Originally Posted by elmoheadbutt View Post
    It is stupid. Like Persain said, might as well give +1 to off pt.
    Makes sense now. I was legit asking how do you have free mercs lol. If i saw 999999 in my war room id prolly just el o el
    “The only person you are destined to become is the person you decide to be.”
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  15. #15
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    Well, you can have 999999 mercs, but you can only send 1 for every 5 units you send so effectively, it's the same. OP just didn't think it through.

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