This is disconcerting that some of these bugs and game play/balance issues still have not been worked out. In addition it seems that previously removed bugs are reverting back from much earlier beta patches. While I understand the focus on FE being a good game from release is absorbing the bulk of Stardock's resources, it would be nice to hear something from Brad about why these beta patches for EWOM are so erratic. I'm starting to worry that part of this is th
RexDaddy
To be honest, the spell that allows you to raise land from water is a far simpler and less time consuming way to move to a distant landmass. I had such heartburn trying to build a harbor in the right place, get troops loaded on a boat and then unload them in an acceptable tile, that I never used this "feature" a second time.
I'm a little surprised that there hasn't been a post in Brad's developers post about what is actually happening. The day it was released, there was pretty much an instantaneous agreement between the beta downloaders that it wasn't the update Brad described. I haven't seen a post from anybody else about it from Stardock, so I am wondering if they are all on vacation the rest of this week?
While I was bummed that the actual1.2e beta didn't actually upload, I found some nice things in 1.2c which I liked, especially in the early game expansion phase. I was up to three cities with a nice little economy developing before the crazy population system kicked in and shut me down. I am looking forward to 1.2e and seeing how the game balance goes for the first 100 turns.
[quote who="jpmcconnell" reply="15" id="2960438"] Quoting Bellack, reply 14 LOL I have my AOW:SM shortcut icon right next to my E:WOM icon, take a wild guess which one gets clicked more. .....Here is a Hint it starts with 'A' and ends with 'M' This is what has always baffled me about E:WOM. Its not like they didn't have a trailblazers in the area of turn based strategy games set in a fantasy world. Or even turn based strategy games in
[quote who="Thormodr" reply="5" id="2957114"]I loved the fights to win an elemental node from the guardians in MoM. ^^ That was one of the funnest parts about MoM I think. [/quote] Plus the need to guard them with either Ghosts or Spirits. The sight of an enemy spirit heading towards one of your nodes always tripped my alarm system to see if it was the more powerful version on it's way to steal my node. A lot of people have al
I too have noticed that a leader (highest level/most powerful) of a stack of creatures is not allowed to equip items unless you move him/her out of the stack. I guess I should have posted something in the bugs section earlier. As far as losing all 3 heroes, did you autoresolve the combat or did you actually fight it out?
ALM - Does Capitar somehow start in the exact same place in these tests?
I look forward to 1.2 because it should run as fast as 1.11 did on my old laptop. The debugging code really slows down the interface performance compared to 1.11, but that is the price of progress. I have been using primarily one strategy to win this game, and have barely scraped some areas of the tech tree ( siege warfare and other advanced warfare techs). My feeling is that when the tactical AI gets competent, people will have to choose their fights more c
Example: If you are Kingdom and fighting Empire, you can nullify their defense bonus by casting revive land on the square they are on, and enhance your own as well if you are deep in Kingdom ( cracked brown lava ) territory.
For my .02 cents, aside from the graphics, it is an extremely different game now than it was at release. Parts of it seem to be right were I hoped they would (city design and specialization, race and sovereign bonuses, wandering heroes) while others don't seem to have improved much at all (AI use of magic, AI tactical combat fail, water and harbors with little natural value). Yet through it all I have seen steady improvement in a variety of areas, and an open line of communica
[quote who="loondenhur" reply="8" id="2897379"]Trade ships that trade harbour to harbour would be sweet. But then again, they would have to teach the AI to build harbours.I have never seen any harbours but my own.[/quote] On a related note to the dev's, maybe adding in Sea monster spawns or sea resources ( food primarily like fish or whales ) would encourage people to actually build harbors and ships. Ship "tactical" combat would be interessting, and the quest for food for popul
I have played this game in it's many versions since release, and feel that I have a good understanding for the overall "feel" of the game. The city building and research part of the game feel fine to me, especially due to the bonuses given to cities based on their size and the constraint of dealing with food as a limiter to empire/kingdom size. There aren't enough spells yet, and the fact that you have access to research every spell of a given spellbook at your current spell lev
[quote who="Lonemessiah" reply="15" id="2879146"]+1 vote to global events Things i would like to see World wide weather effects, droughts destroying food, floods slowing movement, blizzards damaging troops exposed in the wilderness. Titanic creatures released into the world. The sort that force alliances to team up to try and take the creature down. Volcanoes and earthquakes hitting random places, could be exactly as the spells. High
That's an awesome job of documenting the workings of the faction and sovereign creator. It's about time that one of the designers updated the Faction traits to be as competitive ( or perhaps build in "specials" ala GalCiv 2 that can't be matched in user created faction ) as one that a player can put together.
[quote who="TheProgress" reply="1" id="2876412"]I don't mean to be the negative guy in the face of good news and I realize that you love programming the AI, but why do we have to suffer when your time is needed elsewhere in the company? If you don't have time to work on the AI, why can't a programmer be assigned to work on the AI while in your absence? If there is no one to spare, why can't (other than for budget reasons) you hire an additional AI programmer - he can work on the tactical AI a
[quote quoting="post"] keeping us bussy with journal entrys 8 days no updates no news makes me crazy [/quote] Ritalin might help, it seems to have a numbing effect on those diagnosed with AD/HD syndrome. For the rest of us, a small progress update would be nice.
I played BOTF quite a bit when it first came out, but upgrading the facilities on each planet took progressively more and more time, and it reduced some of the fun by requiring micro management. The fleet battles were interesting to watch (much more so than those in Gal Civ II) yet they happened all too fast. After that game I played a bunch of Star Fleet battles and enjoyed watching the individual sectors flip from you enemies control to yours based on your successes.
I don't mean to stray to far OT here, but is there a way to provide a list of names for your races cities? Innuaallwaseert is probably a nice enough name for a city, but I'd just prefer to be prompted for Raleigh, Columbia, Myrtle Beach etc. if I had my druthers.
I have purchased every Civ game in the series with the exception of Colonization and the new Civ5. I have enjoyed every one of them, and I always feel a great sense of accomplishment when I win, because unless you are playing on the easiest settings, or are a Civ Guru, the game can really kick your butt. I will eventually buy Civ 5 as well, and I'm sure by the time I buy it, it will kick my butt as well as the previous ones have. In fact, there will be a Civ 6 someday, becau
Every move that takes the game closer to the original MoM seems to make it better imho. I have to say that one of the most interesting tactical AND strategic portions of the original game was control of the Mana sources. You had to clear off whatever beasty that was inhabiting the mana source and THEN you had to use a spirit or a ghost to actually link the mana to your global mana pool. An opposing wizard could send a countless horde of spirits or ghosts to challenge your
[quote who="Kravick3" reply="34" id="2862288"]Starbases were also completely useless for anything other than an econ bonus or influence bonus. It was pointless to even try to upgrade their defenses since the AI would never attack them unless they knew they could blow it up, and that was very very easy to do by early mid game. Heck, even 1 ship with 45 HP worth of fire power (pretty easy to get) would 1 shot a fully upgraded starbase. Over all I'd say GC2 is worth droppi
As I use teleport now, you can only use it in your own territory, you can't use it to plop into someone else's ZOC. I also have not been able to lower mountains or raise terrain in other players territories, only in my own ZOC or in uncontrolled territory. I am thinking that the Volcano spell would work, but they would have to be able to see your land to know where to use it. My original thought was that If I isolated myself early enough and built a wide enough water buffer,
I have found the Terra-forming spells to be extremely useful if almost overpowered. Just for fun, I am considering a game where I take a piece of land big enough to support two or three cities, then drop all the surrounding land into the water and raise up a host of mountains to hem in my cities on the Island I have created. I wonder if the AI races, given a thousand turns or so, could figure out how to crack that nut on their way to victory.
I think I have an idea what happened to Janusk, I had started a new game under 1.1, and a bunch of menus popped up at once as I went to recruit Janusk, I accidentally told him to take a hike. I finished the turn, but had to turn down the graphics options since 1.1 reset them to higher levels. when I started my next game, he was gone, and I have started two more since then without him appearing either. Maybe a flag has been switched that doesn't allow Janusk to show up if you