Winnihym

Winnihym

Joined Member # 2413186
101 Posts 370 Replies 19,920 Reputation

It would be nice if, from the quest log in the Kingdom report, you had a button to click that would center the quest on the site you're supposed to go to. With multiple quests going, it's sometimes hard to figure out which is which. Also, as a bug, we're sometimes losing the bright yellow marker for the quest location on the map. Winni

2 Replies 3,511 Views

I thought about this last night. It may be that it's so obvious that everyone else assumed it, but it wasn't obvious to me until I came to this realization. Remember all those posts about how boring and repetitive the quests were? Well, those are the quests, and the quest rewards, you get from having NO advances in the adventuring tree (because we couldn't advance that tree). And even with no advances in that tree, we were getting rewards like +1 to attack, or some c

2 Replies 1,643 Views

Riding home from work today, your comment from earlier about having production enhancing buids surround a special tile. At the time, I was thinking it should be the other way around, with the plaza concept I was pushing. That's for when you had gardens and workshops. Now, I get it. The special production tiles ARE what anchor a city, and give them their uniqueness. So, a city lucky enough to have fertile ground is going to be the breadbasket city for the nation

0 Replies 281 Views

Quoting Wintersong: "What do I do with so much empty space in my clone cities?" Beautifully put. I've felt, all through B2, that I wasn't making decisions, so much as I was filling space. That said, I understand that we're still looking for unique cities. I guess that's my answer, a citie's uniqueness will come from whatever natural resources it finds itself near. Food cities, mineral cities, magic cities. If a city without a food resource can't

12 Replies 43,850 Views

I should preface this by saying this isnt' a gripe, I'm honestly asking this question. In Beta 2, city building was seen as too much of a chore, and having to build too many houses and gardens. In Beta 2A, housing values and food requirements were revamped, and only one type of each building was allowed in each city. In both Betas now, my cities didn't have anything that made them unique from one another. One may have had a food resource, the other a mine, b

12 Replies 43,850 Views

*Squeals in delight* *Looks around confusedly* Hunh, you know, you would have thought that would have been more...oh, I don't know...pleasurable. I'm sure it's not you, it's me. It's funny, GW, I feel the same way. The pacing in the beginning of the game, and even the midgame before the "big fight" is very intense in these games, and then the end game, where you're doing cleanup, is nothing but a slog, due to decisions that don't matter to your economy

13 Replies 12,793 Views

Diplomatically swayed...by food. It's a settlement, it will never grow, and it takes some of your food resource to sway it to your side. However, you get some benefit from it (like a quest). In the lore of the game you can't found villages on non-healed ground, so these people in these settlements shoudn't be able to grow either. Unless it comes into your domain, and the land is healed, then you can grow it, maybe.

15 Replies 11,961 Views

@RavenX Hey, if I win a prize, where's my Karma?! I can't imagine that the current mechanism of food only going to producing housing, and then no longer being necessary is correct; I'm hoping its a minor oversight that will be fixed in one of the B2 patches, so if you take away food OR housing, population collapses. I'm also in the "micromanagement isn't so bad" camp. I think with right click pull downs, you can make this pretty painless (the supertile idea).&nbs

13 Replies 12,793 Views

Okay, so here's an idea. Or rather, here's a set of challenges for gameplay we're all struggling with. 1) We'd like to limit the number of cites, and make them mean something. 2) We don't want to micromanage them, at least not very often. 3) We'd like some flexibility built into the city plan, so we can adjust to differing needs 4) We'd like to exploit the uniqueness of EWOM's city-on-map mechanic for something in addition to defense. Some good id

13 Replies 12,793 Views

One of the ideas that's being bandied about is the idea of adjacency groupings leading to greater things, and this may be the way to do that. I don't think the engine can handle more than a 2x2 tile (Boogie, Frog, is this true?), so you could imagine if you put a garden, a farm, a irrigation ditch, and a silo as the 4 tiles, they'd combine into a single 2x2 tile that had a certain food output bonus (over and above the bonuses that each individual pairing gives). What this isn't

3 Replies 4,857 Views

As for more world resources, how about cotton for cloth (which would allow for the patchwork armors)? In general, I think the heavier armors should have more of a penalty to attack speed than they currently do, or perhaps the lighter armors can give a bonus (since we seem to be stacking up from 1 for attack speed). What's the vision for the clay and stone foundries? Do they provide resources we just haven't seen implemented yet? How about a resource that gi

174 Replies 509,706 Views

Targetting enemy from two tiles away using a company of bowmen; as soon as the enemy was defeated, the game closed and came back to the desktop.

1 Replies 359 Views

With regards to adjacency, should we choose to do this, I'd still advocate that it should be the other way around from the way Frogboy's proposing, in that the established producer gets enhanced by proximity to an enhancing structure, like a plaza, rather than building multiple plazas around a single farm to augment the farm). However, let me throw a different idea out there: zoning. At each level up, you can choose to "premap" a segment of the city (say, a 3x3 tile fo

174 Replies 509,706 Views

Yup, I had probably around 5 peasants in my city and a hired hero, and the Kingdom of Tarth showed up at my door with about 8 units (AI_Warrior, AI_Defender, and one other) and proceeded to take my city. Interestingly, when they attacked, only the hired hero entered into the fight (and was beaten). The peasants didn't get counted into the fight. I was playing the test map, 4 other factions, and Tarth was nearby. My second round through I'm playing against 1 AI, and hav

6 Replies 949 Views

Okay, so, clearly, I'm not a good strategy game player, but come ON. How is the AI coming at me with attack 5 units (even swords only give attack 4) and no defense, and just wiping me out without losing a man? Is there something I'm missing here? I lose well defended cities to this guy. [Edited 6/13] Thanks, Lokideath, that's what I needed; I can now be sure this is a bug, and not me just being bad at putting together mixed units. I was fighting a CoastalSk

6 Replies 949 Views

Fresh off a spate of playing AoW:Shadow Magic and MOM, I'm now keenly interested in the mechanics of how combat is calculated. Both of these fine games, as well as many others, make use of the metrics of Attack, Damage, Defense, and Resistance. As we design units, I can see only changing attack and defense, as well as combat speed. Are there other metrics that are going to be included as we head toward the tactical combat phase? How is combat resolved now in the autore

6 Replies 8,182 Views

As a suggestion, withdrawing from combat could cause you to lose prestige for your nearest cities, as a disincentive to do so. If you think about it, the flow of a game is such that if you get into a bad combat that you withdraw from, you'll be rebuilding an army for the next few turns. One way to exact a penalty on that process is to make it (slightly) harder to do so if you withdraw. I don't think winner take all is a good idea; but I think that if you choose to withdraw

469 Replies 1,483,922 Views

Respectfully disagree, Sir_Linque. Relatively easy to balance, with straight bonuses coming from placement and proximity as easily adjusted numbers. And creative abuse is much, much easier in the current plan where city planning is essentially only for defense, like, say, wrapping your city around (though not in contact with) farms and such to give city defense to them without having to build to them. Or cutting a continent in two, thus preventing people from linking cities o

4 Replies 4,710 Views

So, playing along, turn 502, no crashes, but I've got 4 cities 2 at level 5, making companies of soldiers with plate armor, recruited a couple of trolls into the company, and have been casting teleport and rain of fire on that upstart Relias for the past half hour, and then the game just completely... ...is fun. I'm sorry, Frogboy, you've failed at Beta 1.

1 Replies 325 Views

Hi, folks, Winnihym here. I'd like to make an open plea, since this last build is the first one, essentially, that has been stable enough to do any learning on, and with Beta 2 coming on multiplayer, I find myself behind the times on what works and what doesn't from the game mechanics. So, I'm looking for answers to what are undoubtedly foolish questions. 1) How do you get spell points to cast a spell? 2) How do you recruit NPCs? 3) What are good building

2 Replies 2,042 Views

debug.err http://pastebin.com/rLf8EcaH This one happened at turn 152, tried to push the end of turn button, and the game froze. Task manager listed the game as not responding. Didn't dump to the desktop. Winni

0 Replies 181 Views