HenriHakl

HenriHakl

Joined Member # 4490566
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As a second thought: perhaps spells should also benefit from the "trait" system; so it is possible to assign traits to a spell semi-randomly. "Overkill" would be a rare spell trait, and a spell like Fireball would be guaranteed to have this trait. Unresistable (spell trait) - only applies half the applicable resistance score when cast on units Death drain (spell trait) - when a spell with this trait deals enough damage to kill a unit, the caster regains the mana expen

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Derek mentioned the random elements in the technology trees. I think the same principles could also be applied to magic: spells can deviate slightly in effect, costs, duration, etc based on the deviation a spell could be classed of a higher or lower power level; perhaps changing the Fireball III to a Fireball IV spell; thus making the spell more potent, but harder to reach through research similar to the tech tree the spell research available would be visibl

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Maybe I'm 10 years too late, but I'd like to add the suggestion that Empire sovereigns can get Life magic, and Kingdom sovereigns can get Death magic. Not for free, of course, but by buying an expensive trait at creation or some other mechanism that makes it unattractive, but possible.

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I wouldn't quite go that far. Fighting isn't just about two opponents standing across each other and wailing away with weapons and absorbing hits with armor. A fast mobile unit with a good ranged attack can easily stay out of the way of a plate-wearing greatsword wielding slugger that cannot keep up. I've noted in one of Derek's posts that plate armor has particularly high defense against blunt-damage, for example, which is somewhat inaccurate. Historically speaking bl

20 Replies 20,157 Views

New suggestion: how about having "culture" affect growth rates. Not just your own cities - but opponent cities as well. No change in borders, but if my culture is really awesome, then more people will come to my cities, and less go to the enemy cities.

27 Replies 29,881 Views

I think it would have to depend on the beast den. Wolfs and wargs make sense; but for example bears and alligators not so much. Though if the designers go down that route, then the concept should be filled out more. A greater distinction of kingdom/empire map behaviors.

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Cultural land-gain does happen in the real-world, at least that is how I explain the EU to myself. Yes, some paper signing was involved too - but essentially it is everybody saying "hey, we like each other enough to jointly share mostly much of everything".

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Oh sure I agree - no armor + weapons works for warrior monks. Its a matter of completeness; unarmed combat should not be effective - but viable. And if you consider that magic might very well be a tool that can make hands into potent weapons in their own right then the idea doesn't seem so outlandish. It's not my intention that it should be a big deal in the game; all I would like is to see two or three traits or spells or something that specifically support the notion: <stron

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From zero to 100 - I'm so excited about the upcoming Fallen Enchantress; I've been out of the turn-based strategy gaming for a long time (after playing MoM non-stop for years). I've been looking at the many developer posts and the little bits of information that have been showcased on FE and I really am very excited. There's something I would like to see supported in the game; even if it is a sub-optimal option: the ability to effectively field units without armor or/a

20 Replies 20,157 Views