eddieballgame

eddieballgame

Joined Member # 2447453
10 Posts 35 Replies 8,950 Reputation

Implement a cost increase for "focusing" on military build up. Is there a way to adjust the Tech Pacing Multiplier per Tech Catagories? Penalties on trying to build a "strong" military could be reflected in ciitizen growth, expenses/wages, food consumption, etc.

21 Replies 15,320 Views

As long as the tech tree has "balance" incoroprated with multiple victory conditions all should be ok. Viable choices are what make for an enjoyable game. Focusing only on military without proper economic/magic tech should not be without consequences. A scoring system could be implemted to address MP games so as not to have to play just for elimination of opponents.

21 Replies 15,320 Views

Thanks for the tip on the Spell Scalar...was wondering about that! :)

5 Replies 5,328 Views
Reply to 1.08 ETA? in War of Magic

No problem playing the game as is...NEED MP!!! :)

193 Replies 526,641 Views

Have a game going ( 500 + turn, NO OOM crashes! ) with the Epic number set to 5 instead of 3. Playing on a 256 x 256 map I am finding this a very enjoyable setting. Have raised the costs of PIONEERS & increased the costs of TELEPORT. ( too easy to defend stuff ). For me & a few friends (can't wait for MP ), this has been an almost perfect setting for RESEARCH. As in any setting, choosing the right tech path is crucial. Even more so with the "slo

5 Replies 5,328 Views

What is "Materials" metal or lumber? In the Resource file lumber is indicated.

26 Replies 26,690 Views

Being restricted on your ability to expand should be effected by one's environment. I like this potential. I have never been a fan of a "fair & balanced" start. Gives me an excuse for why lost! :)

26 Replies 26,690 Views

Good stuff...I do think a cost increase of population for a Pioneer seems viable as well as adding just a tinge of strategy.

26 Replies 26,690 Views

I noticed the Pioneers only cost 10 gold, 1 material & 1 pop. by adding: to the Coreaccessories file Resource Population 10.0 a Pioneer now requires 10 pop Some of us are

26 Replies 26,690 Views
Reply to Teleport in WOM Mods

Found what I wanted to do, thanks guys.

5 Replies 6,258 Views
Reply to Teleport in WOM Mods

Thank you...I tried just deleting the actual spell & even renumbering, to no avail. Will look at the Blink thing! :)

5 Replies 6,258 Views

Is it possible to remove the Teleport spell from the "Basic Spell Book" so it will not be available at the beginning. Some believe it to be "too strong" for the price as it eliminates the need for leaving defenses behind to guard a town, etc. Thoughts?

5 Replies 6,258 Views

Have looked, but cannot find where to adjust the "speed" of creating a Pioneer. Anyone know? Thanks.

9 Replies 8,980 Views

One more suggestion...please allow for IP games as opposed to just a dedicated server. This is what separates the "classics" from the "also rans"!

14 Replies 609 Views

All this "hype" talk about making sure MP will work correctly. One of the ADVERTISED (on the box) attractions for me, was MP. I do want it to work "one way or the other". My problem is trying to understand why this game doesn't have it YET. In 2003 a very good game came with very similar in game mechanics as this one. AOWSM...this game is excellent even today. One of the beauties of this program was a very, very stable MP. I have faith in this company ba

14 Replies 609 Views