Stratego (dev) wrote: ↑Sun May 17, 2020 11:29 am
Alexander82 wrote: ↑Sun May 17, 2020 11:26 am
Stratego (dev) I think we should give a base +2 attack for all races' lancers aside raptor rider. That should make all lancers more useful.
I write it as alternative!
others please tell us if that sounds good for you!
Agreed.
Stratego (dev) wrote: ↑Sun May 17, 2020 9:19 am
Troll building i am about to make.
i am not sure what was the suggestion what units to be there and what buildings of those unis should no longer be
current trolls with their CURRENT buildings:
- troll axe thrower (TC and caves)
- trol crusher (caves and Volcano)
- troll headhunter (TC and caves)
- troll shaman (TC, shaman hut)
- troll slugger (caves and Volcano)
what is the suggestion?
all mentioned trolls exept shaman must be trainable in that building + volcano.
Shaman in that building + shaman hut.
Stratego (dev) wrote: ↑Sun May 17, 2020 9:26 am
All factories must have x1 multiplier for construction rate and mend rate.
you mean all races?
ok i listed Orks alredy (as was mentioned already) and was mentioned elves ("
increasing construction rate of wolf den and other towers of elves up to 0%") so i list them too
I check and almost all buildings have already multiplier = x1
except:
- wall: x4
- temple: x1.6
- parapet: x1.6
- great tree: x4.5
so which would u change?
Megas, walls, parapet do not touch.
Temple is fine if it will have x1 multiplier.
Stratego (dev) wrote: ↑Sun May 17, 2020 10:24 am
resistance: Alexander told me it was planned to reduce the current high spell resistance setting to lower ones (high was because of conversion that is not anymore)
so i will set these for the balance.
so the current i know so far:
1, savage -> 30%
2. imperial -> 50% - i will set if alex confirms i understood well.
3. Uruk -> here some leveleing was planned, idk the exact vaules yet.
4. others: alex will talk to you guys about which is what should be.
3. 0%/5%/10%/15% (exept of Olog Hai - this one will have 30%/35%/40%/45%)
4:
Elves will have 20% spell resist as racial trait (only actual elves, not ents and other friends of them);
Dwarves will have 15% spell resist as racial trait.
Skeletons mounted must have 0% spell resist (right now they are having 0%/25%/50%);
Cavalry of orcs must have 0% spell resist (same as skeletons mounted some of them have right now);
Orcish giants in general must have 30% spell resist (not only savages but also trolls, merlock and orc leaders).
Phantoms must have 50%;
All glades must have 40%;
Warmage of humans must have 40%;
Wolves of elves must have 0% spell resist instead of 100%;
Zombies must have 0% spell resist;
Elven dragon must have 50% spell resist.
Maybe someone i forgot. Later i will post those who also must loose some spell res.
Stratego (dev) wrote: ↑Sun May 17, 2020 11:03 am
Elves little cheaper techs
solution:
a) armor, shield, bow, sword: 4/5/6 turns cost instead of 4/6/8
b) OR armor, shield, sword: 4/5/6 turns cost instead of 4/6/8 (without bow)
here have you considered using the wisp?, if you think using wisp should we change these? or you thought with wisp and no solution here?
Wisp can't help here because
1. Blacksmith has 1 carry capacity. If any unit is inside it than it stops producing. When wisp is inside it stops producing, than wisp is used and -1 turn, same as if there were no wisp.
2. Wisp requires techs to be unlocked.
If we must consider usage of wisps than firstly we must increase carry capacity of elven craftsman up to 2 (by the way same is true for human blacksmith and advancement center).