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Observations For Possible Improvements
#21
(05-12-2023, 08:44 AM)uncledarkseid Wrote: Tornado should do extra damage against flying opponents.  This would help keep the dragons from crushing poor wizards on turn 3

That is the gamble of taking a Wizard nation and hoping you are not attacked early. 

At least you will be able to sleep easy knowing another Wizard nation that hasn't been attacked early will likely destroy the Dragons from about turn 30+  Smile
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#22
(05-12-2023, 08:44 AM)uncledarkseid Wrote: Tornado should do extra damage against flying opponents.  This would help keep the dragons from crushing poor wizards on turn 3

Since earthquake does not harm Dragons, this change would fit with the theme.
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#23
There should be an option for late counter espionage
That way production can acrue, wizard can make gold, anything like that for income. If you begin the turn with no gold as it stands, then you cannot counter that turn
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#24
Noted
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#25
In the annals of improvement since the downfall of the Swampmen, the nerfing of the Plow, and the buffing of the Demon Princes (note- seriously, three+ immortal porting princes who can't be killed or captured (really?)), I submit to you, kings and lords, disgruntled and gruntled, the single most important improvement... evar.

Get rid of turn 40 reinforcements.
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#26
(05-18-2023, 08:37 PM)Pine Needle Wrote: In the annals of improvement since the downfall of the Swampmen, the nerfing of the Plow, and the buffing of the Demon Princes (note- seriously, three+ immortal porting princes who can't be killed or captured (really?)), I submit to you, kings and lords, disgruntled and gruntled, the single most important improvement... evar.

Get rid of turn 40 reinforcements.

I did find out why turn 40 reinforcements exists its for the 50 turn game
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#27
Story checks out. I actually love those guys and often plan in advance to give me the "little" push over 100k value v PC for the extra status points.
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#28
That all said, as part of review for all classes reinforcements will be reviewed Smile
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#29
On the software side, when transferring figures, is it possible to create an option to transfer up to three wizards or leaders or artifacts?
As it stands now, if you want to transfer three wizards then you have to enter the order three times.

Also, why can we not eliminate leaders, or even wizards if you need to in a desperate situation? There have been times where i wanted to eliminate a captain (stand down Captain, warlord Azog is here) so I could transfer figures into a large group but was unable. Say you have two groups in an area both full of leaders, why do we have to move a lesser group into that area, just to find some transfer space, when having the soldier retire is a more realistic option?
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#30
All good questions and the answer is time. Mike was/is still the lead programmer for the current Alamaze. It takes time and effort to do things that sound simple and honestly, he did most of it out of his own time. So that said I'm going to start a separate gripe/bitch/improvement/want thread, and please post stuff there. I'm not promising anyone thing will be fixed immediately but I will work with the community to prioritize and work on stuff.

John
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