"Also my pet peeve, the sound effect when you pick up treasure that sounds like breaking glass is still there. It's almost as annoying as the "creaking door" noise when you pick treasure. Neither of these make any sense and irritate me enough to make me hate picking up goodie huts. If they were in context, sure. So if you have the creaking door noise when you find a goodie hut that's an abandoned wooden building, it's ok. But when you find an abandoned wagon and it sounds
LSDee
Set aside MoM after some rollicking campaigns. Fired up the original Divine Divinity, Gothic 2 (w/NotR expansion), Alpha Centauri, and Kohan with a few hits off Homeworld 2. Yep, it's the end of summer and I'm in an oldskool state o mind.
[quote]Well, there's also the issue of missing a decade and a half of genre improvements, too.[/quote] I'm not missing them at all.
I've been playing the hell out of MoM. Ye ancient graphics are offputting for about an hour and then you don't really notice them anymore.
Frankly, it's just getting the reviews that a contingent of beta testers feared back at the end of July. I've played half a dozen games, one lasting in excess of four hundred turns. There's a lot of potential, enough that I'm excited to see what happens over the next six months, but right now this puppy is still essentially in beta mode at 1.06. For me, the oom and other bugs are less problematic than the anemic dynasty system, anemic magic system, dearth of special abilities, in
I've stopped playing until there's an overhaul, so I don't know for sure, but I couldn't figure out how to upgrade existing units, or if it's even possible. I loved being able to assassinate my own faction members in Medieval Total War 1. Pity it was taken out in the sequels. Would be a cool touch here.
Another thing to add to the list.
[quote]And it kinda doesn't make much sense to cut down all the forests.[/quote] It makes less sense to be a demigod with the power to manipulate the land, but can't touch forests. It should be an option to cultivate or destroy. Besides, agriculturally cleared land is what rebuilds civs, not pristine forests. Of course a rebuilding civ would cut trees as needed.
Upon being drained of essence you should turn gray and scaly and need to lurk in the castle cellar as ye undead abomination...
Yes, nations poofing into ether when your sov or ai sov bites the dust is extremely unsatisfying and ruins immersion. Some good old rebellions with factions vying for throne would rock, too.
The pixel hunting is starting to drive me insane. Click after click on champions, cities, etc. You never know if clicking on something will actually activate it....
[quote]She's got huge...tracks of land![/quote] Heed! Yer blockin' the telly!
Thanks, Kryo. I hadn't seen that dynastic wrinkle yet. I'm loving this game. Having played everything from Mom, AoW, Fantasy Wars, FF2, Total War et al, etc, there is no question Elemental holds its own. Someone made a comment about characters needing more soul. and for me that's dead on. Just my lonely datapoint--if dynasties and other rpg elements get fleshed out, E will likely be my number 1 desert island game. I think the criticism from SD fans such as myself stem fro
I have been enjoying the heck out of this game...but, people are 100% correct. The lack of flavor is the critical deficiency. We need special abilities for tactical battles, and traits (possibly retinues) for character cards, and something to flesh out dynasties such as true succession.
[quote who="RomanGuy" reply="35" id="2736267"]We need to allow daughters to marry male champions of our kingdoms. I don't like that the only way for daughters to reproduce is to marry them off and lose them and their children to another faction. More options (marry champion or marry into another faction for other benefits) is always better in my opinion. [/quote] Yeah, that's a good idea. I also think, periodically Jannusk should pop up with "a suitable bride/groom ha
[quote]having said this, i would quite like a "lichdom" spell (or a good aligned equivalent) that immortalised your sovereign and reverted the game to the sovereign-is-the-game status, but this would have the tradeoff of infertility: you exchange a large pool of evolving characters for one obscenely powerful leader (ie, sauron vs gondor).[/quote] +1 The Lich versus the daddy FTW. There also needs to be a trait system to give champions and sov a glimmer of life, which atm they lack.</p
Overall, after a few hundred turns and several trial and error sandbox reboots I'm with the camp that says excellent game, needs the kinks worked out, a few options added. The only real disappointment I have is that the dynasty system is a missed opportunity as it stands. It's really quite shallow as it's simply a way of recruiting heroes for free. Line of succession should mean just that or that term should be removed. I also think a trait system would really add some life
[quote]thats not what he said...god learn to read. hes referring to individual units that were trained as single units can't be combined. Your god damn squads can heal back to full strength.[/quote] You are out of order, Drago.
Maybe a way to "retrofit" units can be implemented.
[quote who="Armagetz" reply="7" id="2728665"] It would also be cool if certain resources didn't appear on the map until certain techs are researched. Emphatic no.....that is one of the things I hate about civ....cities are huge investments and you obviously build them on resources that give you strategic advantages early. Often only to find them turned obsolete with the modern resource accessible, but too close to justify building a city. &nb
Brilliant.
I agree. I think a specialized unit should be able to put up an oupost ala the Kohan series, or call it colony, fort, etc and mine the bejeebus out of whatever unclaimed resource. Other nations can overrun the position without starting a war, so there's a strategic element. This would also control the necessity of spamming cities to gobble resources. It would also be cool if certain resources didn't appear on the map until certain techs are researched. Although, I'm only a few hours in so may
Thanks--I did load the map, there just didn't seem to be a notification to verify it was actually the one running.
Sorry if this is a dumb question...how do you verify that you're actually running a mod map and not just a random seed? I figured out how to access mods ingame and download them to my profile. I dled then selected Frogboy's megamap for a new sandbox game. Problem is, I can't find any notification to let me know that's what I'm playing. I expected an icon or something as in other games, such as civ that tells you, yes, you're running XYZ mod. I must be missing something--any help is mu