Search found 26 matches

by Velrei
November 12th, 2008, 4:14 am
Forum: Ideas
Topic: Improving Feeding Trait (to be more like proposed bloodlust)
Replies: 5
Views: 1378

Re: Improving Feeding Trait (to be more like proposed bloodlust)

I have to say that while +1 hitpoints are a rather small change, it really shouldn't be anything past 5, if even 5....actually 4 is probably even right out. 3 might work, and when I did play DID, there was a bug that caused that to happen (and the lvl 3 ghast made for that campaign to not work) and ...
by Velrei
November 5th, 2008, 3:45 pm
Forum: Multiplayer Development
Topic: Idea: Loyalists can actually recruit sergants and villagers
Replies: 16
Views: 3042

Re: Idea: Loyalists can actually recruit sergants and villagers

...Oh, woops. Somehow I thought we were talking about two level one sergeants, not one level two one (Does leadership even stack? I can't remember). PS: How come I can never get that stupid embarrassed smiley to work when I need it most? No, leadership does not stack, unless someone changed the rul...
by Velrei
October 30th, 2008, 4:07 am
Forum: Multiplayer Development
Topic: Idea: Loyalists can actually recruit sergants and villagers
Replies: 16
Views: 3042

Re: Idea: Loyalists can actually recruit sergants and villagers

Let's see... A normal peasant has 6-2 attack. Led by a lieutenant, he'd deal 8-2 at dawn/dusk, or a decent 10-2 at day. Nearly as powerful as a spearman, but just 1/2 the cost. Now, one lieutenant is bad enough...having TWO would be devastating, especially if one leads the main army. Besides, I don...
by Velrei
October 29th, 2008, 2:15 pm
Forum: Multiplayer Development
Topic: A idea how to make units/factions better
Replies: 32
Views: 3925

Re: A idea how to make units/factions better

you would have to have dexterous on melee units that only later develop ranged attacks. This isn't exactly true because dextrous is a race specific trait. Strong, on the other hand is broad and technically covers all 6 factions, including undead. (bats) Also, having the fourth trait reduces the amo...
by Velrei
October 29th, 2008, 2:08 pm
Forum: Multiplayer Development
Topic: Idea: Loyalists can actually recruit sergants and villagers
Replies: 16
Views: 3042

Re: Idea: Loyalists can actually recruit sergants and villagers

I agree with Doc on this one, Loyalists are powerful enough. They don't need more units with leadership or level 0's Yeah, you're probably right, except for the fact I'm not *adding* a new unit with leadership, I'm merely suggesting adding the same line as a lieutant you can already recruit into re...
by Velrei
October 29th, 2008, 2:01 pm
Forum: Multiplayer Development
Topic: Lvl 2 ideas for wc's and bats
Replies: 4
Views: 1082

Re: Lvl 2 ideas for wc's and bats

You're right. Campaign development gets helped when people have the option to add in new units. The thing is, they already have that option, and messing up the carefully crafted multiplayer balance just so they don't have to make the units themselves doesn't seem a smart thing to do. I admit, it wo...
by Velrei
October 28th, 2008, 5:17 pm
Forum: Multiplayer Development
Topic: Idea: Loyalists can actually recruit sergants and villagers
Replies: 16
Views: 3042

Re: Idea: Loyalists can actually recruit sergants and villagers

Drunken_Pirate wrote:
Velrei wrote:I couldn't find a topic on this in my search, but it's later here so I hope I haven't started to beat a dead horse.
One flogs horses, you beat wives. :twisted:
Over here, the term is "beating a dead horse" (here being the midwest of the U.S.)
by Velrei
October 28th, 2008, 5:16 pm
Forum: Multiplayer Development
Topic: Idea: Loyalists can actually recruit sergants and villagers
Replies: 16
Views: 3042

Re: Idea: Loyalists can actually recruit sergants and villagers

KingdomAmericaCMG wrote:its in extended era, you can recruit lvl 0 sergents and lvl 0 pesants.
As I understood it, sergeants were a level 1.
by Velrei
October 28th, 2008, 4:34 am
Forum: Multiplayer Development
Topic: Idea: Loyalists can actually recruit sergants and villagers
Replies: 16
Views: 3042

Idea: Loyalists can actually recruit sergants and villagers

I couldn't find a topic on this in my search, but it's later here so I hope I haven't started to beat a dead horse. Since loyalists can actually start with a leader that's a level 2 sergeant, it would kinda make sense if the could recruit one that's levle 1, which, of course, is kinda useless to hav...
by Velrei
October 28th, 2008, 4:29 am
Forum: Multiplayer Development
Topic: A idea how to make units/factions better
Replies: 32
Views: 3925

Re: A idea how to make Mages better

I don't agree with strong being taken from either: Dark adepts - when they become necromancers get good staff attacks especialy when you combine it later with the drain or plague. Mages - As said before that little edge might be needed. Also in later levels the extra strength helps the mage when he...
by Velrei
October 28th, 2008, 4:20 am
Forum: Multiplayer Development
Topic: Lvl 2 ideas for wc's and bats
Replies: 4
Views: 1082

Re: Lvl 2 ideas for wc's and bats

Oh, I'm not worried about this being accepted or not, it's just an idea. And yes, there is a lvl 2 bat in the Burning suns, a cave bat I think it's called, and there is a "dread bat" (level 2 bat) in the Invasion from the Unknown or whatever it's called. The dread bat has regeneration actually. Pois...
by Velrei
October 27th, 2008, 3:10 pm
Forum: Multiplayer Development
Topic: Lvl 2 ideas for wc's and bats
Replies: 4
Views: 1082

Lvl 2 ideas for wc's and bats

I personally enjoy using wc's and bats while playing the undead (although I need a little more work using wc's). I do feel like the wc's seem to be a waste for giving kills after they level once. Since they increased the gold for balance in the development (not something I disagree with so much, wc'...
by Velrei
September 11th, 2008, 10:13 pm
Forum: Multiplayer Development
Topic: The changes to poison
Replies: 23
Views: 3636

Re: The changes to poison

After how much poison i use playing orcs or undead against dwarves...especially orcs...I think the changes will probably be pretty useful considering how powerful poison is against dwarves. I do find it odd that the assassins get marksman, but eh, I suspose it will help finishing off units. The lowe...
by Velrei
May 22nd, 2008, 6:33 pm
Forum: Ideas
Topic: New monster "line": Corpse Moth and Corpse Worm
Replies: 14
Views: 2525

Re: New monster "line": Corpse Moth and Corpse Worm

Knowing how the AI picks its attacks, this would be better stats to make it more dangerous and annoying, even if the stats are weaker. You could of course boost them to prevent RIPLIB. ;) ~24 hp 4-2 blade plague Bite (level 0 corpse worm) Melee 9-1 impact Poison Cloud Ranged Anyway, this would caus...
by Velrei
May 21st, 2008, 2:22 am
Forum: Ideas
Topic: New monster "line": Corpse Moth and Corpse Worm
Replies: 14
Views: 2525

Re: New monster "line": Corpse Moth and Corpse Worm

Actually, the two hunits have roughly the same stats outside of HP, but presumably the moth has a much better move. If the worm moves 5 (with terrain modifiers) and the moth moves 8 (with no terrain modifiers because he flies), then the moth is a much superior unit. The slow attack is the only thin...