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Please post your comments of the preliminary changes here. Remember to be constructive and polite to each other.
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http://digitalspyuk.cdnds.net/13/39/...inale-moss.jpg
Please post your comments of the preliminary changes here. Remember to be constructive and polite to each other.
War win reward: Not granted if the kingdoms are out of range at war start.
War declaration: Requires 2 different people to have attacked.
Good job on these two,
and prepare for a wave of incoming whine of nerfing ToG.
I noticed both the new personality, nice name btw, and mystic ha nightmares, from what I gathered perhaps heretic was suppose to be the only thing having nightmares?
Jut thought I would mention it. since no race has it other the fearies as a mystic...
Overall I like these changes...elite/pec numbers throwing me off a little but hey I think it needed for some refreshment around this game.
Thank you. =)
Oh yeah, thanks. i'll edit.
Faery only race with access to ToG? Seems a little too strong.
thanks Bishop. will comment more fully later but would like to ask for definitive changes to be out at least a few days before EoA so people have more than 24 hours to tinker (short tinker time will disproportionately favour the top).
this is going to be fun
Also just curious if all three races of dwarf, elf, and feary all having pitfalls is purposely done or a typo? That leave what 4 ways to get pitfalls? shouldn't it be reduced by one or two? =)
nope, thats correct. Some spells are more common than others.
Mail: Fixed sent mail being read by sender marking it as read for receiver.
Can you please make old mail go away with abandoned provinces? :p
I'll add a pretty and sugar on top.
EOWCF, 72 hours? 48 doesn't seem like enough.
it use to be 24? or 48 before
Thank you again Bishop for the clarification.
And I must say I like the touch of separating success rate of wizards and 100% towers...so no one type of mystic playing role would be too over powered but pretty much given a choice of what they want more, whether it be to cast spells more, maintaining their wpa consistently(barring AW of course), or purely damage output.
Halfer if not revise... Is pro bank race.. Next to dwarf
Will dragon HP be changed? Seems it will be a breeze to slay with these new numbers
I'm really liking this shake up. Now I need to add all the new information to my spreadsheets and analyze. :)
Since the elites are scaled up in networth, will the other units like specs and soldiers scale up in networth with unit strength as well?
Really interesting changes.
Was there a reason behind the removal of 2x WPA pump in EOWCF coupled with shorter EOWCF? Would love to understand that decision more.
I would imagine it would be incredibly hard for a heretic to get enough WPA to actually utilize nightmare, especially with shortened pumps.
It seemed like previously it was mentioned that an underlying goal was to get people in action quicker.
Making a 48 hour EOWCF seems counter-productive to that, the underlying issue is the time it takes to recover from a grueling war. Making eowcf 48 hours and fort 48 hours is just going to make my recovery uglier and longer.
If the goal is to make the recovery quicker, just go all out. War ends, both sides get instant peasants to fill their provinces up and credits for all unbuilt acres.
2x wiz pump to help recover WPA, add a pool of cheap explore acres for chained provs to use to recover (5% kd size in cheap acres?), fort speed build, fort building costs.
Would love to better understand the vision you guys have for the way EOWCF/Fort is supposed to function.
Thanks!
spec changes and whatnot are near the bottom of the changes
With the boost to soldiers and offensive units specialists and elites it would make it easier to slain dragons just an fyi.
Also just a thought why do dragon all have to be negative in books and role playing there is good and evil dragons could use positive effects when not in war or hostile?
The Heretic like this idea! many ways to use this with different races
I like the wall idea my last kingdom had a problem with this toward end of age and it split the kingdom up
I think horses with 2 should stay at 1 maybe to much power if heavy attacker with new elites strengths
all i got for now
Quick question.
Will the spell fountain of knowledge affect the science that will be generated by specific buildings? or is that a research per tick by total amount of actually researched thing only?
Should the defense value of certain races not be 10,11 or 12 to compensate for the 11 and 12 elite offense values? Otherwise youll be a sitting duck as a faery.
I might actually have to come back and play next age. Looks fun
Agree on that - if you have ever been AWd hard in war it sucks. Going from 7 raw WPA to 1 raw wpa is not a quick recovery. You get even more behind if attackers grow and as a TM you need to grow as well in eowcf further diluting your WPA.
I want to know what their actual goal is right now with the game.
These changes make me think they are trying to do two things.
1) Remove 100% elite armies
2) Bring hybrids back
Why 1? Because elites are super expensive and fort/eowcf is too short now to functionally re-train an entire elite army. That logic would make the elf elite a viable alternative to the expensive faery elite (that has 8 defense vs elf spec 7)
Problem: If you can get 100% elite, people will still try to do it and end up spending the entire age in fort trying to pump.
Solution: If non elite armies is the goal, which I think is a great goal imo, handle it through wages. Make elite wages higher so it is not economically possible to run 100% elite armies. You could even make it so specific races have elite wages as a variable -- orcs higher than halfer making that 12 offense elite more economically stressful.
Why 2? Because of the elf bonus to towers and the heretic bonus to no thief losses ( and rune cost). The issue I always have seen with a hybrid a/m is WPA and runes -- as a mystic right now I run 150% magic science AND 20% towers to have the runes to do spells. A hybrid isn't going to have that -- the 100% towers helps. Similar on a a/t -- thief losses will rape you without the TD bonus from rogues.
Problem: WPA WPA WPA. A elf/heretic won't ever have the WPA needed to effectively nightmare anything except for fat provinces.
Solution: Give elves (or heretic) 2x guild bonus in EOWCF/FORT only. It would let them get their WPA up to be functional hybrids - would be really cool w/ the -50% rune cost w/ success and +100% rune production from towers.
48 hrs for EOWCF is not enough time the way things stand now. Once war ends you are going to need a big buff if this idea of 48 hrs EOWCF is to get more action going.
you could do something like this are a variation of this
Armies are returned after war end
max peasants arrive to fill your population to its maximum.
Mana and Stealth Restored
-75% gains for attacks and operations, both in and out
-75% Exploration Costs
No Wages
50% quicker build and train
Removal of negative spells, thief ops and plague
I've looked a little bit more at the numbers and 12 attack on orc elites looks too strong. The ratio of highest offense elite to highest defense elite this age is 7/5=1.4 and with orc at 12 and feary at 8 this ratio is increased to 1.5. Adding that horses are +2 compared to +1 the ratio will be 1.75 without buffs. With no adjustment on defense buffs this will make it a lot harder for TMs to stay safe.
Also war horses at +2 will make avians suffer even more. This needs to be taken into account.
Also elf elites networth looks a little bit low for the number of stats they have.
Just a quick thanks for the changes. I shall adapt my Virtual Kingdom accordingly.
That for sure -- ending a war with 48 hour EOWCF and having RIOTS/Greed sucks.
Plague would not be an issue if you get peasants to fill your pop -- which I think is the right answer. In 48 hour eowcf it can take most of that to simply populate your province as it works today, let alone draft and train and rebuild.
We would NEED fort style build time/costs and instant max population.
Bugs:
* maybe get to those two words on the building page: Listed below are the net effects of each of our buildings, not including personality or racial bonuses.
Glad to see some big changes. A few thoughts:
1. Finally reducing TOG. That spell has been OP for a while. Not sure about distro only to Faery.
2. Offensive values do look a bit high. It's already basically impossible to totally defense block; this pushes it a little too far. There are too many offensive goodies in the game--horses, TGs, honor bonuses, mercs--and for defense there's Forts and low value elites. Rejiggering is in order.
3. Please clarify war win bonus change only applies when declare happens from meter max.
4. Elf with no WPA boost always makes me cry.
plz dont remove " End of War ceasefire 96 hours!"
I need the downtime - War is a High demand time sucker, and if end of war is reduced to 48 hours it be epic hard to suck it up. Might be hard to return as the time demand was allready to high.
With the new kingdom size its WAY to reasonble to handle, but still 48 hours is simply to high.
Overall interesting changes.
PS The reduction of fort I can live with. but not WOW.
IF it can be done - PLZ change the Forums so we can show our like/dislike to other peaples posts :-) ITs 2016 now! not 1997
April fools was yesterday
Heretics not needing TDs really changes the dynamic of the TM game. Not sure how this can balance.
dwarfs: -50% food consumption, we will have very skinny dwarfs next age......
agree.
Attacker values are way to strong with these changes. If you want to run these numbers and want an even larger twist, that at glance seems workable, is that total number of elites cannot exceed total number of specs. This hurts faery just a bit but helps out halfers and elfs. This will nerf offense numbers to be more on par.
This may work for hybrids but any real thief is still going to want TDs. Otherwise you are losing a fairly nice tpa mod for TDs.Code:Quote Originally Posted by Andurilas View Post
Heretics not needing TDs really changes the dynamic of the TM game. Not sure how this can balance.
Its helpful for hybrids doing a lot of NS.
Still need rogues for AW/Prop.
It helps your average hybrid avoid nuking their TPA in the first NS run though.