After looking at your new page with Version 2 notes here are my comments:
On the above
1) it's OK if they are not all random
2) Extra sites, I would put a +1 Hits not a +1 Str near them
3) Speed spells should be expensive to get and maintain. E.g. 3 or 4 AP and 12 - 16 mana per turn
4) I still don't think it is an issue, it juts requires working around for those nations.
On the notes page:
a) Just what have you got against Priests?!? I think Sirians need them esp. as they are now Lawful Good!! Switch the Slot 2 General for a Priest methinks.
b) Why remove the 2 mana from Kor? I know it doesn't benefit the Orcs much but it makes it a juicy city!!
c) If the Citadels of Ice and Fire are going to be not both grey then I think Black and White would be better.
d) Why remove the 1 mana from the city to the SW of the Bane mountains?
e) I'd like to see the 'Selentine Island' with only 2 not 4 mana. It's just too easy for Selentines to keep it.
f) I think you need to remove a field from the '3 cities' near Elvallie/Sirians now they are worth 50gp each!!
g) Are you going to open a route along the cost between Horse Lords and the Cities of Ice and Fire? Hills not Plains.
h) I like the fields up in 'north Horse Lord' lands. Maybe a Stables could be attached to the city at the end of that road?
i) I'd like to see Necromancer in slot 2 not 3 for Bane, maybe also in 4?
j) I'd like the Barb and Shaman be swapped over in slots 3 and 4 for Orcs and Giants.
1) it's OK if they are not all random
2) Extra sites, I would put a +1 Hits not a +1 Str near them
3) Speed spells should be expensive to get and maintain. E.g. 3 or 4 AP and 12 - 16 mana per turn
4) I still don't think it is an issue, it juts requires working around for those nations.
My replies to:
1) Apart from Ian nobody has expressed an opinion about the ruins so I'll leave them how they are.
2) The reason I placed a shrine in Elvallie woods is because it can be used by units from more than one city. However a weaponsmaster would also be a good choice and if other players prefer this site I'll change it.
3) With the reduction of mana generation I think 3 AP and 12 mana would be about right for speed spells. When I work on the heroes I'll give this more thought.
4) Again Ian is the only player who has expressed a view so I'll leave this alone.
Quote:
a) Just what have you got against Priests?!? I think Sirians need them esp. as they are now Lawful Good!! Switch the Slot 2 General for a Priest methinks.
b) Why remove the 2 mana from Kor? I know it doesn't benefit the Orcs much but it makes it a juicy city!!
c) If the Citadels of Ice and Fire are going to be not both grey then I think Black and White would be better.
d) Why remove the 1 mana from the city to the SW of the Bane mountains?
e) I'd like to see the 'Selentine Island' with only 2 not 4 mana. It's just too easy for Selentines to keep it.
f) I think you need to remove a field from the '3 cities' near Elvallie/Sirians now they are worth 50gp each!!
g) Are you going to open a route along the cost between Horse Lords and the Cities of Ice and Fire? Hills not Plains.
h) I like the fields up in 'north Horse Lord' lands. Maybe a Stables could be attached to the city at the end of that road?
i) I'd like to see Necromancer in slot 2 not 3 for Bane, maybe also in 4?
j) I'd like the Barb and Shaman be swapped over in slots 3 and 4 for Orcs and Giants.
My replies to:
a) Nothing. I'm just concerned about using too many spell casters with the mana total being reduced.
b) IMHO the Orcs Of Kor are not mana sensitive so why would they have a mana generating capital?
c) The Citadel of Ice is the home of an evil mage which is why I've changed it to black mana generation. The Citadel of Fire is the home of a neutral mage so the mana generation should remain grey (especially as there is also a lot of white mana in the south).
d) That city and the one to the northeast are going to become poor cities because they're in a swamp (slight Python Holy Grail reference).
e) I believe it is 4 mana because the city is the home to a bunch of powerful wizards. How about compromising and making it 3?
f) I'd rather make field income less.
g) Don't think so anymore.
h) I think it's fine how it is.
i) I'll do that if I can get the Necromancy spell to work with the new units.
j) Why? Those sides aren't mana sensitive and don't have the mana nearby to begin with.
3) What to replace teleporting with/how to prevent speed becoming too powerful an alternative.
4) How to tackle the problem of the Gray Dwarfs and Horse Lords early quests.
Hi
Some thoughts
1. I like random ruins, so I'll say again please can we get rid of boring always sage/advice/wizards or whatevere they're called.
2. How about this for a groovy idea, extend the wooded area quite dramatically! Maybe cover the road in trees in some/all places
3. Don't know, but I think will be less of a problem with a lower mana map.
4. Leave as is.
a) Just what have you got against Priests?!? I think Sirians need them esp. as they are now Lawful Good!! Switch the Slot 2 General for a Priest methinks.
b) Why remove the 2 mana from Kor? I know it doesn't benefit the Orcs much but it makes it a juicy city!!
c) If the Citadels of Ice and Fire are going to be not both grey then I think Black and White would be better.
d) Why remove the 1 mana from the city to the SW of the Bane mountains?
e) I'd like to see the 'Selentine Island' with only 2 not 4 mana. It's just too easy for Selentines to keep it.
f) I think you need to remove a field from the '3 cities' near Elvallie/Sirians now they are worth 50gp each!!
g) Are you going to open a route along the cost between Horse Lords and the Cities of Ice and Fire? Hills not Plains.
h) I like the fields up in 'north Horse Lord' lands. Maybe a Stables could be attached to the city at the end of that road?
i) I'd like to see Necromancer in slot 2 not 3 for Bane, maybe also in 4?
j) I'd like the Barb and Shaman be swapped over in slots 3 and 4 for Orcs and Giants.
Hi again chaps, phil/piglet hear (as was above reply)
re-heroes, I am not keen on all this doubling-up of hero classes, makes the sides more samey/boring.
Re- the gardens/field sites, yes they seem a bit too much money, reduce them by a 1/3rd and same for golf mines???
Yes selentine island is too mana rich for them reduce to 2 I think.or just possibly 3??
ttfn
P.
I like the high income Golf Mines and Fields. But I presume the nearby cities are going to be reduced in income to balance?
Playing with the scenery too much might be too drastic and make it less 'Illuria Like'? An exception might be to extend the Elvallie forest a bit as it is a bit paltry. Also why is so much of it impassible? That is a bit silly IMHO.
I'm not too bothered about Random ruins.
Batlet. (not a guest - when are the Piggie ones going to register?!)
How about this for a groovy idea, extend the wooded area quite dramatically! Maybe cover the road in trees in some/all places
Not a bad idea. I think that covering the road that leads from Elvallie to Storm Giant lands with forest overlay would be a nice touch. Perhaps also add a little patch of forest on the road above the Elven capital?
Quote:
An exception might be to extend the Elvallie forest a bit as it is a bit paltry. Also why is so much of it impassible? That is a bit silly IMHO.
There definitely seems to be wasted space in the southern Elvallie woods. What would people think about adding two cities (one on each side of the river) with forest corridors?
Quote:
Yes selentine island is too mana rich for them reduce to 2 I think.or just possibly 3??
Okay I'll reduce the mana income to 2. I think I'll also give the Orc capital a black mana income of 1 (rather than the original 2 grey) which will help the Orcs if they get a shaman.
Quote:
I like random ruins, so I'll say again please can we get rid of boring always sage/advice/wizards or whatevere they're called.
I'll go with the majority view when it comes to modifying ruins. At the moment 2 are in favour of random ruins and 1 is against.
Quote:
Re- the gardens/field sites, yes they seem a bit too much money, reduce them by a 1/3rd and same for golf mines???
I'll balance the site and city incomes so that they reach a sensible amount.
One last thought: perhaps instead of speed spells we could introduce more spells with a set increase of movement points like Phantom Steed? The reason being is that for a speed spell to be effective it will need to be in operation over two turns. This might not be possible if mana is less common in version two and speed spells have a high upkeep. To beef the spells up we could also add other attributes to them such as trample, flight etc.
Just realised that the maximum number of cities for Illuria has been reached. Therefore if we wanted to add two cities in Elvallie Woods we would have to remove two cities from elsewhere. Still a possible option though.
I like the Elvallie wood extension screenshots. They are fine.
As for extra Elvallie cities ... hmm. Why don't you just move Alfar's Gap (I think) to the East so it is on the edge of the wood and therefore more in the Elf sphere of influence? Also open a couple of passages though the impentrable bits of the forest, but make them windy?!
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