Oh, and it's available for preorder on desura : http://www.desura.com/games/dominions-4-thrones-of-ascensions "Available to play Aug 31, 2013." :D
Jack Trowell
Early previews of Dominions 4 : http://thurot.com/2013/07/13/dominions-4/ http://www.matchstickeyes.com/2013/07/15/whats-new-in-dominions-4-thrones-of-ascension/
Like I implied in the other Master of Magic thread, a sandbox experience does not means that you have no objectives at all. I could image a MoM that could work with or without AI players, with the main objective being you against the map, playing until you fulfill one of several winning condition. Exemple of possible objectives: - cast the spell of Mastery - finish some sort of utimate quest - survive until turn XXX - if you add AI players you can the
MoM is among my favorites games, and I have it installed on my netbook and I still play it sometimes. I agree that the AI was and still is awful to the point of being almost inexistant *but* the fact is that for me what make the game great is not playing against the AI, but playing against the map itself, exploring dungeons, surviving random monsters, and the occasionnal AI stack coming near my cities. With the map exploration and empire building part being where the fun
I have recruited a hero with the berserk ability. As I didn't have the appropriate equipement yet to make him into a solid defender, I decided to use it first with a bow to protect him while waiting to buy of find a good armor. I then realized that the berserk bonus worked for ranged attack (bug or working as intented ?), and as losing the control for a unit that just fire his bow each turn is not as bad a problem as for a melee fighter, I let him go berserk each ba
I have constated that while most units starts near in combat, units with ranged attacks always starts the fight in the rear. So I have a suggestion to resolve the problem: give the familar a weak magical attack, something like one of the magical staffs (maybe even wealer, like 4 fire damage or so instead of 6). The familiar will still have low HP, but it should be safe against first turn charges (but not opponent spells and ranged weapons), making him more able
Maybe a global 10% reduction to unit production time ?
Thanks for the suggestions, I have edited slightly my first post and the thread title.
[quote who="sweatyboatman" reply="1" id="3334754"] If your unit is in your territory you can upgrade them (at a cost). There are separate buttons for Upgrade Weapons, Upgrade Armor, and Upgrade Group (which increases the number of guys in the unit). [/quote] Yes, I know of those, what I'm talking about are not them, but the upgrades that you get from fortress towns or several cities enchantments, like "+15 to accuracy to units build here
I remember when in Fall from Heaven cities got able to give units build there additionnal promotions based on special buildings or ressources available, like the " weapons" promotion. The problem with those promotions was that they easily made existing units sort of obsolete once the new promotion became available, forcing the player to build his army again if he wanted to get the new promotion. This was solved in FfH by having any unit moving into a city autom
I just got the troll hero yesterday. The good: - unique apparreance - regenerate 6 HP / turn - lots of HP The bad: - cannot use any armor - cannot use any mount The last point is very bad mid/late game, when all other heroes (and troops) starts going on horses or wrags, the troll slows them and I finish by letting him behind to defend my cities, too bad he is not a governor ... [e digi
Dominions 3 by Illwinter : http://www.desura.com/games/dominions-3-the-awakening Also from the same authors, Conquest of Elysium is a more casual game : http://www.desura.com/games/conquest-of-elysium-3
Ok it works now after I've done the following 1- Uninstalled the game 2- cleaned all remaining files from the game (from my profile and ProgramData) 3- fresh install 1.00 4- patch to 1.01 5- patch to 1.02
Thank you very much for your answer HeavenFall I deleted those files like you suggested but still get the same problems. However looking at the debug.err logfile, I found some rows that suggest that the problem could indeed come from those files or something linked to them so you might be on the correct path. Full debug.err at http://pastebin.com/ccK1h5wN Here's an exemple of those mes
I recently updated the game from 1.00 to 1.02 (skipped the 1.01 update), and since the update I have several transparency problems in the UI. This means that some menus and windows are hard to read for lack of background (load game, city build selection, after combat report ...) and some others informations are missing: health bars are black, in the tech tree the completed techs are still displayed with the same color as the uncompleted ones, etc ... I have searched if someone
I note that you didn't answer the "when ?" part, you fiend... [e digicons]}:)[/e]
Wait, what's that again about "the English version of the original game" that you wrote ? You mean that there is en english version of the first Eador game available or soon to be just before the second game is released ? [e digicons]:omg:[/e] Where/when can we get it ? [e digicons]O:)[/e] Or did I misunderstood what you were saying ?
Isn't there a minimum chance to hit, like maybe 5% or the like ?
I voted good because the beta now has finally started to become a true game, and not just a prototype/proof of concept. Hawever the beta is nowhere near a release statut yet, even ignoring the few bugs remaining, there is still a lot of work needing to be done on balance and game flow to become the great game that it has the potential to be. Please keep going ! [e digicons]:grin:[/e]
One thing that I realized: usually the main monster group stay in the lair, and smaller groups are spawned that wanders and can attack the player (or the AI ?). But when/if my zone of control come over the lair, then the guardian group leave the lair and become aggressive. Maybe the problem/bug (if there is one) is that the AI zone of control does not trigger the guardian group rampage so they only have to deal with the smaller spawned groups ?
While playing with the new magnar, I discovered that when I attacked a stack giving an item as loot, it worked as expected, but if I was the one being attacked by the AI, then the items listed as found were nowhere to be found in my character inventory. Also, sometimes I got loot for a figth without an y champion present, with no way to get it (unless I missed something), is it working as expected ?
I had the exact same problem when trying to upgrade, it was because I had skipped one patch, and the version I was trying to upgrade was too old for the last patch (the previous patch has made some serious changes in the files structure and registry) Luckily for me, even if I had not installed the previous patch, I had already downloaded it, so I first updated my version with it and then the beta 3 installed without problem. At worst, just download the full beta
Hum, the bonus seems to apply, it is just not listed separatly : 1- you get 5 production per material at the start of the game (some techs and buildings increase this value) 2- you add +3 prod per material from the workshop 3- you add +3 prod per material from the lumber mill Total is 11 production per material, corresponding to what is listed for this city. Am I missing something ?
@ ChungasRevenge : the 32 MB patch is only if you have already installed the previous 0.75 beta. If you have just gained access to the beta now, just download the base 0.76 full beta version that should be available too (~2GB)
Thanks for the patch