Goontrooper

Goontrooper

Joined Member # 2376331
28 Posts 379 Replies 1,000 Reputation

Cool, good update, lots of new screen shots and whatnot. I'm very confused by the 'limited population to attract.' I thought this was being changed in FE, with growth now based on population growth, not just prestige attracting refugees or whatever. I guess the lore explanation doesn't matter too much if the gameplay works. It will just be silly if I have a city with the ability to grow tons of food, but it can't 'grow' because the 'world

44 Replies 104,235 Views

[quote who="Frogboy" reply="63" id="3005873"]Flanking, LOS, terrain, etc, are all interesting concepts. But there's also some meat and potatoes here that are easy to overlook because we take them for granted. How about the AI just freaking healing a hurt unit? Or slowing down a charging unit? If you want to talk about the design of tactical battles, that's Derek's thing. I can say, IMO, that I am not keen on tactical battles being the d

119 Replies 325,757 Views

[quote who="Frogboy" reply="14" id="3005347"] Anyway, human player chooses to cast Deadly Blizzard which takes about 10 seconds to cast (not "real time" seconds but game seconds). Deadly Blizzard shows up on the film strip above a few other units who get to do their thing first. One of those units is an AI unit who sees that a human caster is going through the motions to cast deadly blizzard and looks to see if he can counter it. The Deadly Blizzard spell XML contains a list

119 Replies 325,757 Views

Cool! Small but interesting update. I'm really looking forward to seeing more of this, since tactical combat is one of the main areas that FE seeks to improve. Xia, I would argue that those features would make for a more compelling tactical combat experience, but they are in fact additions that would make the combat more complicated, and thus more difficult for the AI to play. I would love to see all of those things, and maybe someday we will get some of them. For n

119 Replies 325,757 Views

[quote who="jackswift85" reply="25" id="3000326"] Quoting Tridus, reply 24 Quoting Goontrooper, reply 22 Yes and the mechanics are whatever they decide to call them. They are designing it. That was my point. Who gives damn if they call it Fog or Unexplored or the void or whatever? I do agree that there should be a difference between explored areas that we can't see and unexplored areas. I just don't really care what they call it as lon

41 Replies 89,108 Views

Great update, you know the community eats up all this behind the scenes stuff. The scaling bug makes me wish again for some good scaling sliders so we can easily create Dwarves and stuff like that.

19 Replies 58,615 Views

[quote who="WhiteElk" reply="20" id="3000169"] Quoting Goontrooper, reply 10Yes, please skip the semantics arguments.It's not semantics, it's mechanics. FOW shrouds a tile that's been previously explored. An unexplored tile isn't fogged, it's just plain unkown. There should be a visual difference between the two. Would be nice to see an illustration that demonstrates any difference. In EWOM I didn't like how explored areas where so heavily fogged.

41 Replies 89,108 Views

Yes, please skip the semantics arguments. I like the fact that you can see into the edge of unexplored territory. It helps create a sense of mystery and excitement, since you can see the edge of some mountain range, waiting to be explored, or whatever. Much better than some kind of arbitrary wall of black. This seems more like looking out to the horizon, seeing hints of what lies in the distance. Appreciate the continuing little updates. They help

41 Replies 89,108 Views

1) I don't think I like the random buildings idea, even with some kind of weighted randomness...sort of. If my city has an Ancient Library, on level up I should have a % chance of a certain building. Perhaps if I have also built a Study that chance goes up by 10%. That might help the planners out there. However, I know I would be really frustrated if I was grooming a city to be a center of research and learning, and when I leveled it up, I got the 5% chance of not g

154 Replies 2,243,794 Views

As many of you have pointed out, the forums aren't exactly teaming with people these days, even with all of the recent developer updates. Many people gave up on Elemental, and not many new people are trickling in. I'm sure this will change a bit as we get closer to Fallen Enchantress. I've been mentioning all of the progress here on some of the forums I visit. Once beta comes out, I'm hoping that I will be able to report that it really is a big improveme

8 Replies 17,014 Views

I think at this point that WoM and FE are different enough that there isn't a great deal of commonality in the bugs and whatnot. They have basically been on different tracks for many months now, while tinkering with WoM continued, which saw the addition of recent bugs like the 'move every other turn' or whatever bug on the strategic map. Correct me if I am wrong on this.

26 Replies 21,219 Views

This is more of Fallen Enchantress discussion than a War of Magic thread ;) Anyways... I agree with many of the points here. I think that the goal of being able to found small towns and outposts and not have them be a huge drag on the entire realm is a good idea. There should be a cost to building a far-flug outpost, but it shouldn't slow down growth in the big cities. That is just a cheap mechanic that feels forced. I a

18 Replies 18,986 Views

I'm fine with this as a possibility as long as it is balanced compared to standard weapons, magic weapons, etc.

20 Replies 19,958 Views

[quote who="HenriHakl" reply="15" id="2999313"]I'm disappointed. Fall ended months ago for me. Greetings from the southern hemisphere by the way [/quote] Bah, your seasons aren't the real seasons. It is like people who try to speak of timezones other than God's one true Eastern Standard Time. Savages.

54 Replies 64,023 Views

[quote who="Frogboy" reply="1" id="2998950"] I wish I had a couple months to put into WOM's tactical battles but realistically, I can either work on WOM or Fallen Enchantress. The FE tactical battles are totally different so it's an either/or thing.[/quote] As I think the majority of us have said, please focus on FE even if it means abandoning WoM completely. I really don't see anyone going back and playing WoM once FE comes out. Your efforts

26 Replies 21,219 Views

Well, definitely Fall 2011 now. Fall technically lasts through November, right? I'm glad that Stardock is taking their time and not throwing a half assed beta at us, and we have been getting lots of neat little development updates to tide us over...but I'm still really excited for the beta and hope it comes sooner rather than later.

54 Replies 64,023 Views

Could be useful, especially in beta, doubt we will see many 'features' like this added at this point along though. Speaking of beta, my excitement for FE has got me right back where I was before the WoM beta, desperately eager for news and of course the actual beta.

1 Replies 6,862 Views

[quote who="HarbingerLeo" reply="14" id="2998859"] Quoting Magog_AoW, reply 13 We tried, but why spend time modding a game that no one will play anyway. WoM needs so much more than just distinct factions to become interesting and playable. If that is the truth, then why do you play Elemental at all? If you say so. Yes, it would be nice if the kingdoms and empires had more diversity (and they shall if I read the posts about FE right). However, I

23 Replies 32,825 Views

[quote who="Campaigner" reply="6" id="2998472"]One of the reasons I like Heroes V so much. Got the whole soundtrack in my phone even. That music is just superb. Haven't played War of Magic but they have to beat Age of Wonders. Can't be that hard.....[/quote] Um...you have never played the game that this forum is for? Anyways, I agree 100%. There is a degree of charm to WoM's music, but overall the sound is

18 Replies 70,577 Views
Reply to WTH??? in War of Magic

hahha...classic. I was really thinking you were playing a different game, and had somehow become confused...

14 Replies 14,783 Views

1) I think random events are great, but I also like events that are tied to the game world. Since the 'random events' mentioned here have set triggers to not fire before a certain population level, are there other triggers that can be set as well? For example, can you set an unrest trigger? So if a city has more Rebels than Non-Rebels, there is X% chance of a stack or rebel units spawning nearby? Or if you have over 1000 gilder saved up, you get x% chance of som

54 Replies 123,301 Views