jecjackal

jecjackal

Joined Member # 3573282
0 Posts 57 Replies 13,013 Reputation

While this is not an issue regarding magic, I feel that tactical movement and attacks should be seperated. To clarify, If i purchase a horse, currently I get +1 movement (Main map) and +1 combat speed. In tactical combat this translates as an increase in action points. It doesn't really make much sense how mounting a horse gives you more attacks or how equipping a dagger makes you run faster. To this end, I devised the following solution Movement</strong

66 Replies 133,590 Views

I'm in my first game (well first somewhat successful game) and I control about 70% of a huge map (Krynn Influence baby). Anyway, I finally got off my kester and read how many ships the Drath have (The strongest military). They have 467 ships!. I only have 40 ships in my entire navy (Can it be called that with such small numbers [e digicons]:D[/e] ) However, All of my ships have very high values of defense. A standard Drath ship has 10 missile at

8 Replies 8,017 Views

I was reading up on the Drath Empire in my game (I'm Krynn) and my report stated they have 437 attack ships. My report on myself stated I have 37 defense ships. The drath have 0 defense ships and I have 0 attack ships. What determines if a ship is attack or defense? My only guess is that my defenses on my ships far out rank their attack raiting (13 chaff vs 8 gauss attack) and the computer is the polar opposite. Would only have defense ships keep my military raiting low

3 Replies 5,297 Views

I have to agree that Int is a dump stat. I have played several 1.1 games and have been a melee caster. I even reduce my int to 5 at creation for extra points in strength and con. Most of the spells do not get bonuses from int. Some ideas: Summons Let x points of int increase the summoned level of the creature. For example If every 5 points of Int increased the level of an Ice Elemental, If i had 12 points of int, It would start at level 3. <str

14 Replies 15,126 Views

because of how few gold mines are in my games, I rarely research the tech byond what is required to build on the gold mine. I'd rather sink those TP in to defenses or adventuring tech (which I always fall way behind on). Now if those merchant buildings affected the tax income, I would definitely use them. However, Some cost balancing would be needed to prevent runaway gold economies.

10 Replies 5,448 Views

[quote who="Goldmos" reply="18" id="2837771"] Why is everyone treating this post like the ideas section of the forum? This is merely a sit rep and invitation to irc. [/quote] [quote who="seanw3" reply="15" id="2837753"] quoting post If there are any diplomatic features you guys would like, feel free to chime in. That is said, what I would like to see in the diplomatic treati

79 Replies 187,920 Views

weapons could also be more gradually improved through tech. Say we break them down into various metals: Brass, Iron, Steel, Elementalium (and so on). Then we could take some of the weapons in the game right now and simply tier them up. We could have the short sword have and brass, iron, steel and elementailum variant. This would allow elemental to have more choices for weapons. Right now each tier only unlocks 1 or 2 so your choice

9 Replies 4,107 Views

[quote who="Wizard1200" reply="12" id="2836787"] Quoting Diardiamond, reply 11While I dont completely agree on limiting a spell to being cast once per turn I can see that it would greatly change how some people enjoy spamming SMD's ( I am biased since my Hero armies tend to rely heavily on those spells) Perhaps a workable compromise would be to limit how many times a spell could be cast by 1 channeler during 1 turn based on the spells level? It's been ages since I've played AoW; may actu

31 Replies 116,055 Views

[quote who="BoogieBac" reply="9" id="2836722"]Great feedback guys, thanks for the write ups. RE: Enchantment Spells - What if we made some of the resource buffs give a + %bonus instead of a flat +bonus. This way you can cast it on your gildar producing center to give a nice boost, opposed to +1, which on second pass does seem worthless once the game starts rolling.[/quote] Yes a percentage increase would certainly make the enchantment line worth mor

31 Replies 116,055 Views

even with the .1 multiplier, a 12 hit point (the new base hp) would be upgraded to 13 hp (if it was a .1 modifier). Could a dev confirm if this is working.

4 Replies 3,221 Views

So when frogboy first tossed the idea for spell levels, I was all excited. What i thought was going to happen was that each spell had a level and you could continue to hone that specific spell. For example: Lightning bolt: Level 1 Mana: 20 Damage: 1 - 15 Range: 6 Lightning Bolt: Level 2 Mana: 20 Damage: 1 - 18 Range: 6. I believe a system where we can con

1 Replies 2,302 Views

[quote who="Lantros" reply="12" id="2835322"] Hot fix scheduled for today to address this. Impressions: - mana maintenance window is fantastic. - I like the new icons for the spellbooks (combat, terraforming etc.) - With 1.09o it was the first time i created a pure channeler (much int., very low strengh and dex., all spellbooks etc.) and what i´ve missed was a job thats fits with such a pure magical char. Something like "Alchemist -

34 Replies 17,742 Views

I tried a game as the Kryn (love the faction btw. I choose technologists so instead of religion, I pretend i'm spreading technology worship). Anyway, I have had lots of problems with influence. Map Size: Immense Difficulty: Crippling 1. A minor race is within my ZoC. I built an influence starbase and upgraded it to flip them. I eventually sent spies in and they reported I had 9999% the minor's influence. Does this mean that you can

9 Replies 16,570 Views

Regarding the parties. I feel they did get nerfed a little hard from the original concept. If each member after the first added like 5-10% of their attack skill to the first soldiers, It would help make them more useful. Right now in games I only make parties because they have more health than the normal foot soldier. With that said, the AI is probably thinking "Hey, i can make 1 nearly invincible soldier or have a bunch of weak soldiers run around together about as eff

64 Replies 214,818 Views

I agree that the cost of teleport should scale with number of units (where parties count as 4 etc). Just have a dialog pop up with the final cost confirming the decision. Otherwize, the mobility book will be far more powerful than the other 3. Terraforming is not as vital early on; in most cases you can walk around the mountain rather than through it. The combat book is nice but if you can cheaply blob your entire army and defend with everything;

64 Replies 214,818 Views

76. City levels changed from 25/100/200/1250 to 25/75/25/1000. Could someone clarify exactly what the new city levels are? (I'm thinking 25/75/250/1000).

152 Replies 93,070 Views

I'm having some difficulty economically with the Yor. They don't appear to have an econ boosting building (the markets I was so fond of in DL). How do Yor players get past this deficit? I've tried spamming the farm things (they call it something else. Also boosts morale :)). but my tax income was still pitiful. Any advice will be appreciated. Jec

4 Replies 5,637 Views

I like your idea greggbert but this is how I would modify it: The lost libraries could give say a +15% to all research or +25% to a specific branch. This bonus would only apply to the city its connected to. This would definitely create more uniqueness to the game. The game is a war of resources and it would certainly add to that aspect of the game. For instance if capitar is militarily strong, you might look to see if they have a military library which is fueling their

8 Replies 4,713 Views