In my first game, my 3 man group of sovereign, champion and a sand golum battled some mites. After the battle, when I moved my group on the next turn, a duplicate ghost of the green "selection" outline around the tile remained behind. It looked just the the green highlighted square around my group but was static and I could not get rid of it. I even tried moving back on top of it. It remained there turn after turn until I exited the game and reloaded
C0LDsteel
[quote who="Hadberz" reply="21" id="3170853"]The devs are planning a update at the end of this month. I expect this will be the multiplayer update, since they have a internal working build of multiplayer.[/quote] The multiplayer patch should include the selection of victory conditions at last (yes!). The developer also posted that they plan to release the "Lords and Artifacts" DLC at the e
[quote who="Xan" reply="59" id="3165376"]Metacritic score: 70 http://www.metacritic.com/game/pc/warlock-master-of-the-arcane Apparently the world doesn't share in the gushing seen here. [/quote] Actually the world does because the user scores are quite good. It's th
For the most part the monsters in my game left Tarth alone but twice a wandering minor drake attacked some of my Tarth structures. First it attacked a tamed spider unit guarding my outpost (it did not destroy the outpost) and it also destroyed an unguarded air shrine I was building in the same area. Not sure if monsters are intended to attack outposts and outpost covered structures or not. They did not attack any of my cities.
I created a custom ruler and chose the perk that gives you free recruitment of champions. As a weakness I also chose the perk that gives you +1 attack and champions cost 50% more to recruit. Now, 50% of free is still free so I took these perks to see what the game did with them. As it turns out, the champions are not free so the "free champions" perk seems to be ignored. Since this obviously is a wasted perk
I had the same thing happen with an earth elemental lair in 0.915. I killed them and the lair and its icon disappeared from the map. Moving there gave me nothing, it was just bare ground intead of a lair. I also had a case where I killed the mobs gurarding a lair and moved on top of it afterwards and got nothing. The lair icon was also missing. I moved off of it and the next turn the lair icon retur
I attacked and killed one of the unrecruited heroes (one of the spider riders) in my game but it was still there with one hit point afterwards. I killed it twice more on the same turn with the same result. After the end-turn it healed to 8 points and I killed it 3 more times. I parked a few of my champions next to it and killed it every turn for a while just for the XP. The unit had regeneration on it so
I think Warlock is an excellent game and I'm enjoying it a great deal. I think it's the best fantasy 4x I've played since AoW:SM. Sure, some things can be improved in patches and add-ons but it's already one of my all time favorites in this genre. It's focus is war and it does that extremely well and with humor to boot. I'm reminded of the old Warlords games more than anything else. It's meant to be light and fun and
Using Control+N to spawn a new map at the beginning of a new game crashes my current game every time I try it.
I played the demo the other night and here are my thoughts and impressions: Although it's fun and I'm certainly buying it, MoM-like it ain't. It's been simplified too much to bear much resemblance to other 4x games of this ilk like AoW or MoM (or FE for that matter). The missing tactical combat doesn't really bother me. It uses bacically the same
As we all know, Ubisoft uses a similar type of DRM that is universally loathed and shunned. I have to think that Stardock is smart enough not to go there. This is what could happen if they did: When gaming companies require an Internet connection for games then sometimes gamers can't play When gamers can't play, they get angry</span
I'd argue that if intended, it's bad design. Let's say you are a new player early in the game. You think 'let's explore over here' and 'oh no, it's after me'. Fortunately you are faster than the ugly looking pack chasing you so you get away (you think). 30 turns later they show up at your single city and destroy it. Game over. Now, we have what seems to be one seemingly triv
A simple way to deal with this programatically is to set an 'aggression' counter flag value to x for monsters when any unit (either human or AI) comes within a radius of y. The flags could have different values depending on the monster and how persistant (x) and aggressive (y) they are. Then for each turn after the chase is triggered, reduce the value of x by 1. When it reach
It's a bug. Surely you don't think Stardock intends allowing unkillable stacks of monsters to track you halfway across the map and destroy your empire with nothing you can do about it. I can't think of a faster way to frustrate players and turn them off. I don't think they want folks rage quitting FE the first time they play it.
This sounds like an AI issue. Brad made the monsters more aggressive for Beta 3. This group looks like they slipped their AI leash keeping them near their spawn area. You should report this issue in the Beta or Support area so it gets fixed.
I discovered a Compass early on and equipped it. It's supposed to provide no movement penalty for forests and swamps but when my army moved into a forest square with 2 movement points left, my movement went to 0 instead of 1 as it should. I have 3 units in my army. The Compass description does not say if it provides the movement bonus for the whole army or just for the unit it's equippe
The company making this game is Ino-Co. Yes, they made Majesty2 but they also made Fantasy Wars and Elven Legacy which are both more relevant to this game genre. Those were both good, solid TBS game franchises so I expect that Warlock:MoTA will be pretty good given their track record with TBS. Another major difference with FE not mentioned in the posts above is that Warlock does not have hero/champion units like FE does. FE and Warlock will be considerably
[quote who="Cruxador" reply="105" id="3128934"] Or you can offer tribute to an AI player that you want to stay on the good side of. If you are powerful enough you can demand that an enemy sovereign surrender to you. If this happens their empire is removed, just like they were defeated but you gain that sovereign as a champion under your control. quoting post There's something that needs to go home. Cities and their inhabitants don't j
[quote who="Frogboy" reply="19" id="3120088"]I'm thinking of making the "kick out" penalty greater -- kicked out units get sent all the way back to their capital. That way, sneaking across someone's territory and getting caught is akin to being deported. [/quote] Please don't. I think that's a really bad idea. Personally, I would exploit that as a free teleport back to my capital whenever it was about to be attacked. It could also be used as a free teleport a
This sounds fantastic. I can't wait to see the next beta. Suggestion for hammers: You currently have AOE spells in the game but no weapons that do AOE damage (as far as I know). Why not keep hammers slow, with lots of damage, but make the damage type AOE and spread it among all the surrounding enemy units? Then it would make an excellent weapon for your front-line warrior types that typically get surrounded.
Scale is certainly an issue with the current scheme, especially on smaller maps. The one tile city solves so many serious problems that is seems like almost a no-brainer. The major remaining issue being that the one tile city does not look as nice. One solution that I haven't seen anyone suggest is to simply cr
A zephyr is a breeze. As in 'a gentle zephyr rippled the still waters of the pond'.
I think some folks are overlooking a few things here regarding campaigns. Campaigns are only as good as the people that make them. A good campaign can be a joy. I bad one, not so much. Having the tools to build FE campaigns in the game is very important to modders, who can use the campaign designer tools to not only build their own campaings for FE, but to also build campaigns and storys for their own mods. Want to do a LOTR total conversion mod complete with ca
[quote who="Gandhialf" reply="69" id="3113856"] Quoting C0LDsteel, reply 68 I read a preview a few months ago where they said that the game engine they were using was the Civ5 engine licensed directly from Fireaxis. Citation needed. ps *Firaxis [/quote] I did a little research and it appears the guy who wrote the preview I read was just plain wrong, although this does seem to be a common belief out there
[quote who="CladInShadows971" reply="65" id="3113698"]This is a screenshot from Fantasy Wars, a game released by the same developers as Warlock back in 2007 (i.e. before Civ5). Warlock is running an updated version of the engine from this game. Similar to Civ5? Yes, but only because Civ5 was similar to Fantasy Wars. [/quote] No, it's not. I read a preview a few months ago where they said that the game engine they were using was the Civ5 engine licensed direct