Gazz_

Gazz_

Joined Member # 1066013
49 Posts 677 Replies 20,364 Reputation

Alas EWOM - unlike MoM (and that way wasn't perfect, either) - has no way to target a particular unit in a stack. The only workable way to place enchantments is to move the target unit out of the stack. If I was to wish for a perfect feature, I'd wish for a selection list of the target stack, where illegal units are very visibly crossed out (already has the enchantment, trained unit and imbue...) and mouseover on a unit would foldout a list of the unit's current enchantments.</p

4 Replies 3,545 Views

Speaking of cloth map - I find it terribly hard to explore on it. On the 3D map I can at least see the faint (!) grid outlines and so tell the passable from the impassable terrain. I use to "walk the edges" to light up as much of the continent and shore around if. Now the cloth map is more like "somewhere around here is a mountain" so I have to keep clicking until I find a tile that can be moved to. It's pretty silly... I'd really wish for an uglier but more useful map. M

5 Replies 6,805 Views

[quote who="sagittary" reply="7" id="2741963"]Another use for improvement crawl is 'highways'. Since you can enter and exit a city at any point, you can make a long city that units enter at one end and leave at the other. So if you have a 4 tiles + 2 resources all in some sort of line, you can have a unit move in 1 turn what it would take for 3. More as the city gets longer.[/quote]Well, since city tiles do not need to be connected to be part of the same city, you can worm your way out with l

75 Replies 214,462 Views

How do I build a city when there happens to be a road going through the "perfect spot" ? A road isn't anything that would prevent me from building on it. It should actually be cheaper because the terrain has at least been partially cleared... As a last resort: What about spells? Raise/lower land? Or would the road keep going through the ocean like the transcontinental bridges I used to build in MoM? =P

7 Replies 5,946 Views

There really is nothing keeping modders from working together - if they care to. =P Judging by Brad's latest post, the "real" modding tools simply aren't available, yet. Without access to the functionality that drives the game, a total MoM conversion probably won't work. Too many compromises to get it running on the "static" EWOM engine so it would be more like a MoM-flavoured EWOM. There are also hints to pooled magic points (whatever that ends up meani

5 Replies 5,439 Views

[quote who="Nenjin" reply="125" id="2743945"]Maybe, but you do get honest feedback, and not just feedback from closed beta testers (and fan boys) who are more interested in pleasing SD than giving them the feedback they need, with the tone they need it in.[/quote]Hah. I think you underestimate "fanboy" testers. The last time I was on a voluntary testing team, I was on a mission to destroy the game in as many ways as possible. And I found quite a few. =P No dev teams with any brains encou

194 Replies 607,493 Views

Straight out of the box and patched up, EWOM is perfectly playable. It's almost as stable as the final version of MoM and that's only days after release. I've seen worse. (Daggerfall, anyone?) In house and other testing is nice but you can never anticipate the compatibility issues and the sheer creativity in breaking a game when you have thousands of... testers. I expect that it will continue to get better. Looking at the GalCiv history, that's

194 Replies 607,493 Views

I was browsing the files and in an attempt to find out "what goes", I let my text editor collect all occurrences of UnitStat_. This list has a few mroe entries than yours but not all will necessarily work. "Mana Regen", for instance, is apparently commented out in another file but in theory, it's there. A_UnitStat_Attack A_UnitStat_CombatSpeed A_UnitStat_Defense A_UnitStat_Essence A_UnitStat_HitPoints UnitStat_Assassination UnitStat_Attack Un

33 Replies 135,124 Views

This AOE doesn't look any different form other spells that only hit every unit once, making them pointless. (oh, they are good vs. an army of 10 single spiders but...) I think with "real AOE" he means that every person in every unit should get hit instead of the whole 20 person unit getting hit once for a then trivial amount. The whole concept of AOE spells is based on every living (well, mobile) thing getting hit. Not 4 person units taking 1/4 of the relativ

8 Replies 5,721 Views

Seems like a funny question but... where exactly is the coast of that island I'm on? What is a mountain and what is not? I spend entirely too much time fully zoomed in just so I can more or less see which tiles have the faint grid outline - and are therefore passable - and which do not. How can I make this easily visible both in 3D and especially on the cloth map. The cloth map is even worse. It doesn't even have the grid so it's all guesswork.

0 Replies 1,499 Views

When you hit ESC 5 times while you have the "Hero levels up" window open, it does not actually get you to the game options as with other windows. Once you close the level up window with the DONE button, 5 options windows apparently open on top of each other. You have to click DONE on that screen 5 times to go back to the actual game.

0 Replies 1,015 Views

Yes, food is global and (I think) only building houses cost food. Big cities are easier to garrison, though, and a single improvement built in a big city has a better ROI. =) One obvious way to "farm" would be to create many outposts for no reason beyond having targets for the Food Bonus spell. To build Irrigation, the town would have to be level 2, which means 4 houses, costing 4 food. You'd have to wait 100 turns (with normal growth rate) for t

3 Replies 5,069 Views

So I conquer a city. Fine. All the units in my "main stack" have now become single units in the city. To move them back out I have to Shift-Select every single unit so they can leave as a cohesive army. That is made more difficult by the "jittery mouse bug" in 1.06 but that's another story. What I'm suggesting is that every city remembers the last army / unit to enter it. (excluding caravans =) With the city selected, a

0 Replies 3,534 Views

If the "Improvement" (build) window is open, ESC only closes that window. If the "Design Units" window (or other overlays) is open, ESC brings up the game options and you CANNOT leave the game options with another press of ESC. ESC should JUST close the window if one is open. When none are open, it can bring up the game options. No problem there.

0 Replies 3,054 Views

I haven't been able to reliably reproduce this but it seems to happen maybe 1 out of 10 times I enter the build menu of an existing city. When the bug "occurs", I can build any number of identical improvements in a single town. I am not using any mods. I use the monastery here as an example. The bug is not specific to it. This only works when the city does not have a monastery, yet. When I refresh the Improvement selection window &nb

1 Replies 1,517 Views

There should be a way to build a "wizard" Soverign because right now, there isn't. Yes, you can boost Int/Wis but that only changes your potential casting power, not what you can use in your everyday battle against 2 wolves. Int/Ess should affect the rate at which you regen mana. By boosting those to become a "true caster", you are already neglecting other stats - so you should be able to rely on magic more often than warlord sovereigns. &nbs

3 Replies 5,254 Views

Yes, because such support spells scale with the army units . One Haste spell on a single soldier vs one Haste spell on 16 soldiers... Support spells do scale with multi-person units and therefore they remain useful throughout the game. This is all about scaling, not about magic itself being too weak or powerful.

36 Replies 106,521 Views

In MoM (and various similiar games) you could see how large a city could grow at a certain location and what resources it would then be able to tap. Yes, it's a bit more tricky with Elemental cities having varying control zones but that does not automatically make it impossible. Right now, I have no clue if a city would grow out of it's outposty infancy or not. When a food resource is right beside it, it's usually a sure thing but most of the

3 Replies 5,069 Views

So far this is my biggest gripe with Elemental... MoM had a "quick animations" option for tactical battles. I suggest an option to skip x % of ALL animations in tactical battles. The same would apply to bullet flight speed. This is made especially annoying because magic users regen mana extremely slowly and if you Auto Resolve the outcome of 6 major golems and elementals vs 1 wolf, the sovereign in that army always expends 3 of t

17 Replies 12,284 Views

One reason why early game magic is more powerful than late game magic is that magic knows no multi unit stacks. That results in the scaling of army vs wizardry being way off. Elemental knows the Fire bolt and Fire ball spell. In MoM, the Fireball would affect every unit in a stack, hitting 8 or 16 single soldiers at once. On a single foe you might use the cheaper Firebolt but wizards had a way to deal with multi-person units. In Elemental,

36 Replies 106,521 Views