Recent content by DoctorPringles

  1. DoctorPringles

    Suggestions about game mechanics

    Timberwolf said:
    Wendek said:
    Well, to each his own obviously. :p I like the concept of having an actual undead civilization personally (though the only really good cases of that I can think of right now are Planescape Torment and the Might&Magic universe, arguably Warcraft lore as well). Also, from a more pragmatic point of view, I don't have enough playtime these days to bother with all the hassle that comes from building your own empire and stuff in M&B, be it in Phantasy or other mods.

    I understand and you're correct, to each his own :smile: . And in conjunction with your point of view, for those of us who don't have time to click to spawn 10 zombies every 2 game days at camp, the dev should consider allowing us to raise a larger amount of undead at once at a graveyard or tomb or something. (at least that's my thought on it)

    What about the ability to build a mausoleum instead of a manor at owned villages? This would remove the ability to "rest" at the village but would instead allow you to use necromancy to raise a number of undead dependent upon your skill. Like, say... 3x your necromancy skill. This would give a necromancy-focused Kingdom some flavor and a useful mechanic for raising large armies. This could also just replace the recruiting for that village in its entirety, so that you raise units based on your necromancy and relation with that village, if that is more desirable.
  2. DoctorPringles

    Fireball was Invented for Seiges

    Lilly112 said:
    I'd prefer mage to necromancer myself. You don't need 30 int to stop your mages or bodyguard - or Golems, totally awesome units - from running away, and having Seventy Adept/Expert Mages with a few Master Mages could beat a thousand zombies and skeletons. Plus, there is always a load of Shadows to pilfer Knights of the King and Swadian Knights from, giving you moderate cavalry support against the enemy. Every Fodder Zombie or Skeleton or Shadow you put on the battle field means one Mage that isn't on the battlefield. It doesn't really matter in the small fights, but up against lords with 170 guys and some clerics, plus a couple of their own magic units - such as Djjin - Undead get cut to ribbons, and because of them, you don't have the immediate number to fight back. Then you get hit by a fireball and die.

    But, why 30 INT? I thought it took about 45 Int to get Magical defence and Attack to 15.

    I'd just like to point out that necromancers don't just have fodder units. At higher levels of necromancy skill you will begin raising higher-tier shadows right out of the gate. The two top level shadows are a mage and a mounted knight, very, very powerful units. Now it's not "mage vs. fodder" it's "mage vs. mage", except shadows are free (to create, not upkeep) and instantaneous. There are tradeoffs, though, since undead get wrecked by Blazing Hand dudes.
  3. DoctorPringles

    Suggestions about new skills and powers

    Shamans at the moment are cleric/mages. They are pretty damn good, but are worse at both of their jobs as a specialist would be, as one can expect.
  4. DoctorPringles

    Suggestions about game balance (or DMing on Warband)

    Are we sure we're going in the correct direction, as far as balancing mages? I don't believe money is a huge issue right now, as it's ridiculously easy to get capital in this mod. I think, rather, that we should focus on making it take a LOT longer for spellcasting troops to level up to their next tiers. I think we should have the experience requirements doubled or tripled, to make it more difficult to get stronger mages and to make them all the more valuable to find and retain. This should, in my opinion, fix a lot of the balancing issues simply by making mages far less common.

    Also, if there's some way to make the Ridas villages give far fewer mages when recruiting, like say a max of 2 when at relation 0, that would help as well. We should *not* be able to get a full army of high-level spellcasters without an insane amount of work. Mages in DnD are just not that common, because it takes years and years of study and practice and even then, many will kill themselves while attempting spells.
  5. DoctorPringles

    Suggestions about new troops and NPCs

    Lilly112 said:
    I love the Werewolf idea, and the unique spawn. They are both really cool, but what I'd like to see is some sort of Magical Melee people for Ridas. A branch off Apprentice Mage that goes Spell-Sword  Battlemage. So, loses the chance to get Master Mage equivalent, but gains a more durable Mage unit.

    I second this request, if anything just so we can get some variance in the Ridas troop tree. Hoo-eeeee is that tree bland.
  6. DoctorPringles

    Bug Reports (for Phantasy Calradia 2014 only please)

    guspav said:
    DoctorPringles said:
    Okay, seriously, what's with me and finding gender-swap bugs? I just unlocked the achievement "Man Eater" on Steam while I was pumping arrows into bandits during the intro quest. Playing as a MALE elf and the game says I'm playing a female. That just ain't right, man!
    Due to some really terrible way of managing genders in the native code, I seem to have missed a couple of code lines (among several hundred) related to dialog and menu gender choosing, which are responsible of courtships and such things. I actually think I have found the culprits and fixed them, so in the next update that should be working. Thanks for the report!

    Sweet! So how 'bout that dwarf-in-women's-clothing thing? 'cause I love that bug.
  7. DoctorPringles

    Races

    I believe that, right now, they are only available via prisoner-recruitment. Eventually we should be able to get them more easily.
  8. DoctorPringles

    Suggestions about new skills and powers

    Best way I've found, so far, to take out a Balrog and his crew is to kite the fella around while my army does work on his gang. Once that's done, it's just a matter of pumping him full of enough arrows that he turns into Pinhead (except deader).

    And to keep this on-topic!

    I'd like to see more crowd-control spells, especially on the cleric side. I know we have terror, but Entanglement would be fantastic as well. Actually, adding a druid class with separate spells, eventually, would be really cool.
  9. DoctorPringles

    Bug Reports (for Phantasy Calradia 2014 only please)

    Okay, seriously, what's with me and finding gender-swap bugs? I just unlocked the achievement "Man Eater" on Steam while I was pumping arrows into bandits during the intro quest. Playing as a MALE elf and the game says I'm playing a female. That just ain't right, man!
  10. DoctorPringles

    Suggestions about new items

    (I originally posted this in the plain Suggestions thread, but thought it'd be better off listed here instead)

    Since some folks have been asking for two-handed artifacts, I thought I'd suggest the Harbinger, from D&D lore.

    The Harbinger is a greatsword that can absord and subsequently release magical energy (in the form of a spell-like "blast") for a ranged attack, plus it's made of mithril (so it's light) and has a speed enhancement. You can read more about it here http://www.dandwiki.com/wiki/Harbinger_(3.5e_Equipment).

    Also, are there any enchanted shields in the mod yet? I'd like some sort of spell-resisting shield. Like the Shield of the Sun (from D&D as well) which also increases Paladin spellcasting ability (faith bonus, anyone?)
  11. DoctorPringles

    Bug Reports (for Phantasy Calradia 2014 only please)

    Hey, so... I do not know if this is an issue with me or with the mod, but...

    I just started up a new game as a Dwarf and noticed quite quickly that certain armors have the female model on my character (who is a male). Specifically, many of the lighter armors like the Ragged Outfit and Leather Vest. Also, all of the elvish armors. I have to admit, the look of a heavily bearded dwarf wearing women's clothing is hilarious, but thought I'd let you know. I will start noting down every piece of clothing/armor that I notice has this issue, if you'd like.
  12. DoctorPringles

    Beta-Test: 1.6

    Ah, he actually changed the title now to 1.6. Thank you, Surmene!
  13. DoctorPringles

    Beta-Test: 1.6

    Currently not seeing the 1.6 version on the Nexus. Have you taken it down?
  14. DoctorPringles

    Beta-Test: 1.6

    FinnishKnight said:
    Will it be save compatible

    Pretty much every time there's a big update we have to start a new game. He changes quite a lot of stuff, so it'll be really weird and buggy if we don't.
  15. DoctorPringles

    Beta-Test: 1.6

    Just got back into this game and mod again, would love to test the new build. I already really enjoy the graphical overhaul you've done.

    I've got:

    Intel i5-2500k Quad-Core 3.6, overclock'd to 3.8
    8 GB of RAM
    Nvidia GTX 460 SE SLI-Linked, Overclocked a bit
    Windows 7 64-bit

    Can say that I've been playing with a battle size of 350, not a hint of lag. Haven't gone higher simply because huge battles don't leave much room for me to fight in them personally.
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