Wouldn't it devolve in a staring contest, now with both sides waiting for the other to get in range? [e digicons]:zzz:[/e]
Zorglon
Yeah, I was just thinking of a short-term solution to the problem but you're right that special abilities would make combat more interesting. They could link some to weapons and equipement (first strike for polearms, shield bash etc...), creature skill (somewhat already there) and adventurer-companion types (assassin gets an inate poison blowgun - low damage over time, thief can hamstring the opponent -short term slowdown or immobilize, warriors could defend adjacent unit -take some of their
-- Once a unit attacks, it can't move anymore for that round. This would solve the kiting exploit, it's easy(-ish) to implement and, iirc, that's pretty much how it worked in every other fantasy tactical game.
I second the addition of the equip column. As it is we have to: 1-) buy new weapon 2-)leave merchant interface, select the sovereign and change equipment 3-)go back to the merchant to sell the old weapon. Three columns (buy/sell/inventory) would make that problem disappear.
Speculation warning! I think Defense (or wathever it's called, the one with the shield icon) works for both physical and magical attacks. Let's say I cast a fireball, I have 10 int., so 10 damage max, my attack roll is something between 1 and 10. My target has 20 Defense, he rolls between 1 and 20. attack roll - defense roll = damage. If you do zero damage the game tells you you missed... which is confusing. <
Yes, all your resources are shared between all your cities, but you may need certain techs to exploit some of those resource tiles.
You should upload them. With some xml magic, the lady in the mist would make a great quest giver/destination. Gravedancer: Yes, the game comes with 3 editors: - tiles: like you just saw. You can choose from a ton of items... buildings, trees, crates, actors, effects, etc... -map: pretty obvious -particle effect editor The rest is done in xml.
Safid, click on the ressource tile to build on it. It's not in the city menu because they don't have to be inside city limits, only kingdom border.
The demon dudes you need to kill are to the southwest of Porcupine's city, south side of the bay. The barricade to the east comes later.
It's a bit confusing. When you conquer a settlement, its borders keep the color of the defeated owner until the beginning of the next turn. You can still build units and everything though. The borders should change color immediatly.
As the title says, enemies become visible for a short time when they make their move, even in the thickest fog of war (out of sight and never explored areas). It happens with sovereigns and generic monsters
It would be nice to be able to attach our dxdiag.txt to bug reports in the beta forums... That way we'd avoid scrolling through hundreds of lines at the end of each post. :)
I'm not sure if we'll have access to Stardock's bug tracking tool... usually you have to sign pages of NDA agreements because what goes on in there doesn't make good publicity. [e digicons]:grin:[/e] So I guess we'll just have a forum section for the beta, organized as one thread per bug. For the error log... someone on the dev team will have to answer that. It depends on the program. Also, i forgot before, attach your dxdiag log to your bug reports. It helps
If possible, try to reproduce the bug (re-do what you were doing before it went foobar) to narrow it down for the devs. If it's useful, take a screenshot. Make sure it's not already reported in the forum before starting a new thread. Try to be clear and concise in your report: -version of the game the bug was detected in, -Area affected (GUI, controls, audio, etc), -Description of what happens, and what you did at the time. <
Age of Wonders 2 had some of the best tactical battles of the genre. Large battlefields with up to three squads of eight units on each side, each faction playing differently, and city walls breachable from every direction (instead of the ubiquitous single-gate battlefield.) Combined with a good 4X strategy layer, this would be nirvana.