davrovana

davrovana

Joined Member # 3610268
1 Posts 38 Replies 22,632 Reputation

Both the SK and his LTs are just way too easy to kill. Part of that might be because Riders are so amazing , but that's not all. Lieutenants: Lieutenants are just a curse/graveseal and swarming pikemen away from death. Can the LTs get more initiative, and some point-defense/anti-swarm abilities that the AI will more readily use? Every time I have fought them, they get off one massive melee attack tha

5 Replies 10,973 Views

I think the player's cities should remain as are, but the SK's cities need to scale with something. The doomsday counter sounds about right, but maybe proximity to the SK would be better. Distant outposts are guarded by merely two Trogs and two Trog archers, but if he manages to build a city nearby his fortress, it'll be guarded by swarms of shadows wargs and a juggernaut, maybe even a few umberdroth.

5 Replies 18,048 Views

Horseback units in Sk are good. REALLY good. Wild Horses is easily the most valuable resource. And when you consider that almost all of the rider's skills scale by level, INCLUDING initiative, they are a no-brainer. Last game I had a stack with several riders at level 18. They were like mini-champions, and whooped the Sorcerer King's ass. Thus, suggestion: -Make Riders require 1 horse, 1 logistics, AND 1 metal -Remove their initiative sca

0 Replies 2,744 Views

I find myself trying to hit shadow wargs with ranged units, but the chances are listed as sub 10%, usually 3-7. I check the stats, and my ranged units have accuracy 77. The warg's base dodge is zero, with a bonus of fifty against ranged. Shouldn't the hit chance then be 77 - 50 = 27% chance to hit? Where is the extra 20+ of dodge coming from? My guess it is in the hard code, perhaps an ability wargs have that hasn't been given a .xml entry and thus no icon to communicate i

0 Replies 4,560 Views

If we can't surround a shard with rock, then maybe we can... BANISH SHARD: Target shard is removed from the map, disallowing either the sorcerer king to destroy it or the player to build upon it. Oh, this might be interesting: FALSE FLAG MASSACRE: Target neutral player that has joined the Sorcerer King no longer assaults the player, but the doomsday counter gets +10.

13 Replies 149,137 Views

[quote who="HenriHakl" reply="4" id="3500653"] A separate suggestion: The game-winning Victory screen: it would add ALOT to the game satisfaction to have the text be different based on your intangible resources. If I'm a cruel warlord that defeats the SK, I don't want to lead men into an age of peace and prosperity - I'm cementing my position as the new big cheese! [/quote] THIS! Allowing modders to set the en

9 Replies 66,571 Views

[quote who="Ockhams razor" reply="239" id="3500479"] 2) Are there any other Mods that are compatible with this mod? [/quote] My paladin path mod and sorcercer path mods will be modified to work with this soon (don't know of any major conflicts at the moment).

349 Replies 1,264,679 Views