It would appear that the AI didn't see a threat immediately around him, took a shot of opportunity, and was utterly unaware of the teleport spell. Maybe teach the AI that they should do threat assessement inside an enemy sovereign's domain based on the total number of troops available to the enemy, not just what's in marching range, because that may be what's going to be brought to bear against an AI sovereign.
Winnihym
This...this is nerdnip. I'ma gonna roll around in it for a while, and then go chasing around the house.
Yup, relies on a timer that's not just at the beginning, though, but has a settable beginning and duration.
Listening to Kael over at SI; good chat! He's talking about having a timer for the first few rounds of combat, and letting XML handle how many turns it lasts. It would be good to have one that only takes action after so many rounds of combat, too (sort of the opposite of this). Just getting the idea down while we're chatting. Thanks! Winnihym
Pastebin below http://pastebin.com/JuvEe8tb
The starting farm is mislabeled as an ancient battlefield; I can't improve it. Cloth map shows it as a farm, though.
Don't think I recall this being suggested before as a diplomatic option. Both AOW and MOM had this; I imagine the devs have it in their "to-do" list, but thought I'd put it out here in case we all missed it for some reason. There should be a value tag to all spells, and spells from a book should be tradeable with other players, provided you both have that book (terraforming, combat, etc).
This is encouraging; great work on the redesign. As a minor point, I'd suggest that the selection on level up not include specific attributes (ie, Charisma). Instead, just have a selection (that's always available on level up) to "attributes", and give us 3 points to distribute to attributes as we've done up until now. One of the bad things on AOW was that there times when leveling a hero resulted in 3 choices that were equally useless to the hero. I'd like to hav
I think this is a bug, because I can't imagine this is working as intended. You can cast multiple Arcane weapons on your sovereign, making this character a one strike killer on single units early game. To do this, the sovereign must be by themselves (or the pop up window for target selection comes up, and the sovereign, if they already have arcane weapon, does not show up for selection). I
I've never particularly liked the idea of having "one of each type of shard" as a prerequisite for the spell of mastery. It makes land grabbing (or at least shard grabbing) a requirement of this victory condition, and IMHO, doesn't differentiate it from a military victory. To me, a better spell of mastery would be to build your spell knowledge sufficiently through research of spells, and then having to cast the right spell combination. Which you don't get to know until you
*bump*
Thinking this for Angel Core Level Level 2. Current thought is that, as the core grows, it becomes more and more like a walled church up to a cathedral like structure. Level 1 core is likely to be a simple church and a couple of huts.
One vote for Fortran 77.
Stalking Brad doesn't count as "getting some", Xia. The thing that confuses me, more than anything, is what the difference will be between EWOM, EFE, and EX will be. If a gameplay innovation is realized in EFE (initiative based tac combat comes to mind), why would you choose not to port that back into EWOM? I can see storylines diverging, of course, but gameplay elements? Why would you purposefully hold back gameplay elements from any of your properties if you've inv
Just a side point, Kael, I get your arguments, I really do. If 3d is really as bad, time and resource wise as you say it is (and I've no doubt in my mind that you're correct), maybe a better use of your resources might be to leave a lot of the additional 3D rendering to the community, and you guys put your effort into making importing 3D less of a challenge. Maya and such are beyond the reach of a lot of us backyard 3D renderers, but if it were easy to go from Blender into the g
I'm a bit confused about Fallen Enchantress and War of Magic splitting up and becoming divergent. Is the intent that FE is NOT an expansion for WOM, but it's own game? If so, are the expansions we hear about for WOM, or for FE, or will they be applicable to both? It would be nice to understand SD's strategic plan for their property going forward in some detail.
HF, I'll tackle the cores for the Angels; still the same rules apply for cores? (35 total elements, 1 person, 1 effect)
These are angels; they don't need stairs. :D I'll fiddle with the pillars a bit, but I want to keep the pillars and columns theme going from other tiles, so I don't think they'll become forges.
Trying a new tack with the workshop for angels. What do folks think of this?
Okay, JH, I'll repost. Yes, the anvils are scale appropriate. What do you mean by shrink the center core? You mean the pedestal, or the water piece? I was trying to go for a "no grass" view; you think it might be better with some grass between the forges?
Hey, folks, good advice! Okay, let's try this on for size. It violates the 1 sparkly per tile (there's a flame in each "forge"). The tile is much lower this time, but still keeps the "church" feel of white stone and architectural order that I've been going for. Comments?
HF, angel house and hovel should be in your inbox? Also, first pass on Angel Workshop, please make suggestions!
Ooh, JH, that's very, very nice! I like it a lot. It violates the one sparkly per tile rule, though, and on a house, I think that's a bad idea, so I'm going to stick with rheia's one drop. But it's beautiful! Only the workshop to go now!
I've no doubt you've been told of this already, but I can't find any posts to this effect. The particle cauldron crashes to a hard lockup if you try to remove all the emitters from a new effect. Dunno if that's intentional.
From roof to ground. There's an existing "waterfall4" particle effect, but it's too tall for it's width, and I haven't been able to really figure out the particle forget just yet. Any good pointers to a tutorial? I've made the other change you suggested; much cleaner look, thanks!