mrbuh

mrbuh

Joined Member # 2407247
3 Posts 19 Replies 167 Reputation

[quote who="mbaron888" reply="10" id="2774259"]Right click on the sovereign you want to delete and it will then ask you if you are sure you want to delete it. Only works on custom sovereigns.[/quote] Hah, thanks. I looked for a button at the bottom of the screen...

16 Replies 12,636 Views

[quote who="Murteas" reply="7" id="2774125"]You can edit sovereigns. Just look at the .xml and change what you want. Not to hard actually. The files are in the MyDocuments/MyGames/elemental/units directory.[/quote] Sweet, thanks, now I can remove the crappy sovereigns that I designed on my first few attempts.

16 Replies 12,636 Views

I had a similar problem the first time that I built a harbor. I assumed that it would show up as a unit to train, but it never did. I tried to design a new one looking for a "boat" option but couldn't. So I assumed it was bugged and gave up on it. In a recent game I built another harbor and was immediately able to train Transports. Maybe a save/load would have fixed it? I don't know, but I've definitely had the same issue.

8 Replies 40,124 Views

[quote who="Rishara" reply="8" id="2772761"]The only problem with that is building placement. Unless you choose to just allow the game to pick a site for you if you pick a new building from the city manager screen.[/quote] Ah, good point. Well then, at least troop training should be available straight from the summary screen, and building production can zoom to the colony.

11 Replies 22,787 Views

I would like to add to this and say that it's definitely needed, and also that I would like to easily see what resources each city is producing. After getting a new tech like Smelting it's a PITA to find which of your cities are producing ore and build the new building there. Especially when you've conquered enemy towns. Also, MOO2 style, there's no reason that you shouldn't be able to change the build queues directly from the summary screen. Don't make us pull up ea

11 Replies 22,787 Views

[quote who="ferang" reply="5" id="2771740"] Quoting solidsmooky, reply 4alt+f4 to play a better game. For someone that doesn't like the game you spend a lot of time on the forum. why not go to a forum of a game you do like?[/quote] Because that would be the mature and non-moronic thing to do?

14 Replies 47,187 Views

I'm largely repeating things that have been said, but the important changes to me would be: Split up attack chance to hit and attack damage into 2 stats. Heavy hammers and claymores could do wild amounts of damage but have a low chance to hit. Lighter arms like daggers and short swords should have a highly reliable chance to hit but do less damage. Longswords and spears as a "happy medium". Split up

140 Replies 327,032 Views

[quote who="Sherekhaan" reply="20" id="2767327"]I defintely think this important and a magic/no magic button for auto resolution of tactical combat. I hate seeing my sovereign lose 5 mana in a big party auto resolving combat with 2 spiders; it really bugs me. [/quote] This. I have 5 stacks of Archers, but my Sovereign is casting Morrigan's Spite on the 2 HP spiders?

40 Replies 24,268 Views

I don't mean lacking from the game. I mean when my Sovereign decides to annihilate some weakling with a fireball and does 0 damage with a Miss. The ability to use magic is what separates your Sovereign from the unwashed masses, right? It's the reason he's ruling a nation instead of plowing a field somewhere. He can raise land out of the sea, cause floods and earthquakes, summon giants out of nothingness, has an Intelligence of 30... but he can't kill a

1 Replies 3,676 Views

I have played through multiple full games without ever seeing a resource node for horses or wargs, or seeing them available for trade from other factions. I think that they should be somewhat rare; it would be wrong to be swimming in mounts and able to make every single unit mounted. But it's frustrating to go an entire game without finding them anywhere on the map. Maybe one of the orange "find new resources" techs could guarantee that 1 faction-appropriate mount resource n

11 Replies 9,148 Views
Reply to Why MoM? in War of Magic

[quote who="luketan" reply="61" id="2770196"] Quoting Eiralin, reply 56 Even more interesting is how completely different each spell school behaves. Sadly, I think SD once posted in response to this.. that he didn't think it would be "fun" if say all spell schools didn't have direct damage spells.. I suspect it's the same philosophy for other spells.. Basically create spell x for school A, then alter it slightly for all other schools so all s

88 Replies 285,078 Views

[quote who="phazonfreak" reply="3" id="2766747"]Someone in the FAQ thread experienced many opposing armies that were basically defenseless after one combat turn, because they lost all their action points. He confirmed that he picked a sovereign with the "Intimidating" trait, which is proof that it is very effective.[/quote] Cool, I'll have to try it out (and the morale-affecting spells). Thanks.

5 Replies 7,908 Views

With the city highlighted, press V to "Vacate" the city. All units will move outside of it. The only problem is that you can't choose which tile they exit on, which is bad if you want them to leave the city to attack someone.

3 Replies 4,497 Views

You repeated yourself a few times, but have some very good points. [issue] ZOC does not push back the black fog of war. While I can understand that the grey fog only has visibility to the nearest city tile, the overall ZOC does not push back the black fog of war. This can result in the odd situation where your zone of control and visibility is into an unex

24 Replies 78,766 Views

Agreed that the relentless flow of weak monsters is quite annoying in the late game. I have had times where I devoted one army to nothing but killing the monsters in one small area. Every turn I would wipe out 2 monsters, and then 1 more would spawn. It shouldn't take longer to clean up a 3x3 patch of wilderness than it takes to conquer an entire enemy nation.

29 Replies 22,913 Views

It's not game-breaking, it just seems really off to me since it's a "counterpart" spell; the same basic spell, but the Kingdom flavor vs. the Empire flavor, and one is way more powerful. Every time I play as Kingdom I find myself really missing the ability to wipe out the huge pack of wolves/spiders on the first move of the first turn. Once you have 3 or 4 champions that have each summoned a spy, and enough building essence improvements to raise their mana from

7 Replies 7,195 Views

Am I alone in thinking that this is the biggest imbalance between the Kingdoms and Empires? The summon familiar spell gets you a weak little demon-looking-thing that does triple damage on counter-attacks. The summon spy spell gets you a weak little demon-looking-thing that can cast a spell to damage every enemy on the screen for 10 points. That 10-points-to-all ability is so powerful, especially at early levels, but i

7 Replies 7,195 Views