Probably should just remark them with the exlamation point when they're upgradable.
Winnihym
One of the finer points of SMAC was the great little government system they had going; different techs opened up different modes of governing in each of several different areas (justice, economy, infrastructure, environmental policy, etc). You could then choose amongst those policies that you had researched, each of which gave you certain faction wide bonuses and negatives (eg: "police state" reduced your unrest, but at a cost of your gold production, while "green economies" increased f
https://forums.elementalgame.com/428455 August 16th at the earliest. Or, for those of you playing along at home, some 4ish years after the game was announced.
I thought that upgraded designs. Does that also upgrade troops in the field? My sense of it (from limited testing) was no. I think the OP is looking to upgrade troops in the field which were produced earlier, to allow them to upgrade their equipment, but keep their levels.
1. No, I don't have nostalgia colored glasses. I understand the AI and the graphics are dated, and I freely cede those points for MOM. However, on the plus side, I see a simple, intuitive system for city building in MoM that gives me a clear production/food/mana choice in the city, and how to improve those things. Yes, at the end game, all my cities built out pretty much in one of two ways: troop production or gold/mana. But in the end, how I got there felt m
I disagree, FB (not really, joke inc). Time is proportional to money; money is proportional to time, it's just that the coefficients of proportionality are different in the different directions. If you have a little more time, you can make a little more money; the proportionality is close to unity. However, it costs you a whole buncha more money to make a little more time. It's what we electrochemists call non-Nerstian. :)
How is it possible to have an attack 13 in the Winter of 164, but then when you killed the cave bear, less than 3 turns later, your attack listing is 215?
Here's an incomplete thought that I wanted to get to the community to see if it has any merit. What if Magic trumps Warfare, Warfare trumps Civilization, and Civilization trumps Magic? This is all presumptive on the point that there will be 3 equally viable and balanced ways to win: Civilization (alliance) victory, typified by having enough influence to have everyone else rally to your banner without having to essentially buy a military victory by stealing other pe
Just cast shrink on all your units. Instant hobbits.
A) I'm not sure that the grid is as fragile as this; understand that telegraph wires in 1859 were uninsulated antennas. Most of the power capacity of the grid now is also uninsulated, but has a distributed isolation system and phase fault control that drops the substations out if the power phase becomes more than a couple of degress off what it should be. As soon as a coronal mass ejection starts to raise the voltage on the grid, most of it will shut itself off to protec
I know there is already one in the form of resistances, but I was thinking of more obvious tactical differences. Archery should have a range penalty, magic should not. Archery should have a risk of friendly fire (or obstacle interaction), magic should not. Archery should have less of a initiative penalty than magic (this may already be the case). Magic should do more damage than archery. I think there should be one more tier in both ranged categories, "
This game has been in development for quite a while, but they seem to now have a website up, and a new marketing video. A quick glance indicates heroes, HOMM style tactical combat with city walls and sieges, and hex based, turn based gameplay with city building (which may also be HOMM style). http://www.snowbirdgames.com/eador/?lang=en Winnihym
Play MOM on Hard or Impossible. It's AI did the same thing, except everyone was doing it. There were incredibly tough monsters there too. You had to win with stacks (plural) of doom to clear things out around you. Gotta hope that Tarth won't see spell of mastery as a good way to win.
http://games.yahoo.com/blogs/plugged-in/curt-schilling-38-studios-lays-off-entire-staff-223327485.html
What causes an army to slow down when they cross over the magic blue line into the magic red line? Precisely that, magic. Don't let a love of logic get in the way of a good game mechanism. Explain the logic of why knights can only move two up and one over, and we'll talk.
For, I dunno, maybe the 8th time... https://forums.elementalgame.com/402583
In what way is it not MoM like? City building from a set of buildings specialized to each faction? Check. Pre designed units based on the buildings built and specialized to each faction with special attacks/bonuses/weaknesses? Check. Units that level up and gain bonuses thereby? Check. Tactical combat where terrain doesn't matter? Check. (note: Just because you don't go to a new, separate screen, doesn't mean you don't ha
There have also been instances of...shall we say, favoritism, shown to the human player when it comes to target choice. A forest drake, who's lair was overlaid by an AI player's outpost, left its lair, not to go demolish the outpost, but to make a straight shot at my nearby undefended city that had just been placed. I get the thing was mad that its lair was in someone's ZOC; just be sure to pick the right guy to be mad at.
After killing the last opponent, there's a hang while what appears to be final animations are finishing (although no animatins are actually playing). Clicking on the autofinish combat causes an immediate CTD.
Bellack said it best. if the three trees are so interdependent, then they're not 3 independent trees; they're one tree spread over 3 interfaces. As an interesting aside thought; monsters that you recruit should be able to attack other AI players without you having to declare war. Heck, they're not YOUR monsters, they're just monsters, you know?
Two points: 1) Beelining to a technology doesn't seem to work. That may be by design, but the increases in cost from one tier of techs within a tree and the next tier prohibit doing much in any tech tree without improving your research capability significantly, which requires that I go up the civ tree to get those bonuses. 2) Force multipliers based on multiple figures in a unit means that I'm all but obligated to go up the combat tree to get to squads and such.<
Or, do away with the now obviously flawed outpost mechanic, and do something better. The cities are about to become single or small tile icons in a future build. Maybe have a Civ5 like mechanic where you get to add tiles to your ZOC every so often. You can snake your influence over to a resource if you wish. Or have more buildings/research earlier on that lets ZOCs expand more.
With all due apologies to Ms. Collins; "And where are the clowns? Send in the clowns. Don't bother, they're here."
Didn't kill everything, then. Some monster may have run outside of the boundaries and be wandering that still is tagged as part of that place.