tanafres

tanafres

Joined Member # 2479746
4 Posts 252 Replies 4,384 Reputation

[quote who="sagittary" reply="40" id="2834876"]As far as early blitzkrieg, I would say to give cities natural defenders along with associated (new) techs. You could still blitzkrieg (potentially) but you'd be required to heavily forestall any economic development. For instance, for each city level, the city gains 1 defender. This defender is equipped based on a budget (based on city level and buildings) versus resource cost of all available/researched equipment (s

64 Replies 213,868 Views

[quote who="joasoze" reply="7" id="2834796"]Since there already is a system for interacting/talking with NPC`s, we could make this quite advanced. When you talk to the bandits guarding the goldmine you could get options like: 1. Fight them and try to capture the mine 2. Pay their price for getting the mine with no fight (for example 150 Gildars) 3. Do a quest and get the goldmine as a prize from them[/quote] I love this thread:-)

9 Replies 11,218 Views

[quote who="kryo" reply="12" id="2751130"]Ctrl+arrow keys will rotate the camera, while +/- will zoom.[/quote] Woot! Glad Velisx responded so I could see this, since I hadn't been able to rotate the map - ever (and I've been around since the first beta). Thanks very much - please document somewhere obvious (I forget, is there a key mapping screen in elemental?) for others with this problem. :-)

16 Replies 54,583 Views

I never felt any real atmosphere from Age of Wonders... until they added site guardians. Then I did. Oddly, having monsters protecting / lairing in important and interesting (i.e. valuable) locations adds a lot to making a world feel 'real' - much more so than random spawns walking everywhere. After all, everyone wants to live someplace cool, right? Especially nodes:-) Excellent point from the original poster about making resource harvesting a real decision, as w

9 Replies 11,218 Views

[quote quoting="post"] 4. I dont think the magical barrier from that one trait does anything. I have not noticed any difference. 5. Charisma doesnt seem to do anything. [/quote] 4. That's not true - it adds a cool graphic to the overland map (not the zoomed out version). But otherwise, I can confirm that it in no way affects combat. Unless it prevents any bonuses? There's not even the half spear walls that you see in some battles,

5 Replies 5,954 Views

Looks like an awesome update! The strategic movement spells (Tremor and Slow) will be an excellent counter to the smarter strength-avoidance monsters, so catching them becomes strategic. A few points: [quote quoting="post"]44. Dead players no longer show up in the faction window. 50. NPC hubs updated to not exude influence, which improves calculation time and lets you walk up to a NPC city. 51. Fixed bug where ZOC was not ac

152 Replies 91,898 Views

First off, this is a great improvement to the game; you've still not approached the final potential, but it's become a lot more fun to play. Still waiting for it to graduate to awesome, though:-p Here goes: Bugs: 1. prestige in cities is not updated when heroes enter; I had my sovereign in my capital at the beginning but only had my base prestige. Upon building the beacon of hope, it went from the base 2 (I chose royalty) to 6, so I think it triggere

1 Replies 4,024 Views

I think I know what's happening (at least 1 aspect of it) - the prestige amount of a city seems to only be calculated when a prestige building is built; I left my sovereign in my starting city to attract the masses, and kept checking - 2 prestige (I chose royalty). After the beacon of hope - wham! - 6 prestige (2base + becon + 2 sovereign). After that no change, no matter how many heroes I post in my cities.

7 Replies 39,478 Views

What would happen when your opponent drops a city next to the resource? For that matter, without the influence over nearby forests, you'll have random spawns that are likely to eat the merchant:-( It's awesome that you're trying to come up with a solution, though. I'd prefer to build up just a few big cities myself, but I don't see how to be successful with the current game mechanics (city influence, especially).

4 Replies 5,860 Views

[quote who="Black-Knight" reply="13" id="2808682"] (Why are you so worried that we don't give "honest" answers? It's a bit insulting you know?) [/quote] I suspect they were worried we would be too polite / politically correct. Obviously not a long time forum reader [e digicons]:D[/e]

22 Replies 87,634 Views

[quote who="Das123" reply="1" id="2808256"]I'd wait and see what version 1.1 brings. Its sounding a lot better but I think there will still be work to do afterwards.[/quote] Das123 nailed it. It will be a better experience after 1.1, though there's still a lot of systems to overhaul. The reason I don't suggest you try it now is you could get bored and shelve it, then never experience it once it's much better.

22 Replies 87,634 Views

I'd say it's deeply flawed yet fairly playable now, and will actually be pretty good after 1.1 early next month. The thing is, for this particular game that's very disappointing. But because of the words - and actions - from Brad / Frogboy, and because it's Stardock, I still have faith that in 4-6 months it will be a great game, and after a year or so could well be one of my top ten games ever - and I've been playing games for a looooong time:-)

17 Replies 10,808 Views

[quote quoting="post"]I think 'Adventuring' should be independent from the standard technology tree - and parallel since one should be able to increase one's adventuring skills while simultaneously increasing one's general knowledge. The current setup forces us to delay learning essential techs in order to advance the adventuring ones. Perhaps tie it with the XP progression of the heroes? Something like for each XP going to a hero, a fraction would go to a centra

4 Replies 6,365 Views

[quote quoting="post"]Also I think the road building should be handled by a different unit than the caravan. Or we should be able to upgrade caravans and merchant ships to give them soldier protection.[/quote] I tend to agree - at the moment our awesome empires can't even fund a basic civics project. As I've mentioned elsewhere, there was a reason all of the great empires were known for their roads! Also, attaching protection to caravans, routes, or roads

4 Replies 6,365 Views

[quote quoting="post"]So I suggest to have a new unit - the merchant ship - that would do the same thing between coastal cities with a port.[/quote] That would be cool. Connecting the far-flung reaches of your empire for the win!

4 Replies 6,365 Views

[quote who="Anglophile" reply="25" id="2801174"]...and the best aspect of MOM (IMO), the tactical combat engine, is MIA.[/quote] It's in there. It's not very good yet, but they're working on that. Have you played much? If you just tried it for a little bit, you might have always been below the threshold where it asks whether you want tactical or auto-resolve. You can lower that down to 1v1 in the options, so that you always have the choice for ta

133 Replies 445,066 Views

[quote who="Gazz_" reply="2" id="2798892"]A far more solid solution would be if the unit XML would not just have one field for Display_Name but instead have Display_Name and Display_Name_Plural. During unit creation, the game would attach the matching one to the unit. Simple. Rules like in the first post can not work. You're probably assuming that english will be the only language WOM is ever going to be available in...[/quote]

10 Replies 8,335 Views

[quote who="Gaeb22" reply="4" id="2793903"]+1 for option to turn off troop design recommendations (Edit: Say nothing of the AI recommend 10 different units named "Archer")[/quote] Awww c'mon. You know you'd get lonely without all those archer designs around to keep you company. Why, there's one for every occasion!

11 Replies 6,932 Views

[quote who="KingHobbit" reply="9" id="2793439"]I am probably in the minority, but I actually want to see less resources or perhaps a slider to pick the level of resources.[/quote] Absolutely. With only 1 exception so far, whenever I start a game and start exploring - resources are everywhere . I mean, to the extent that it's hard to figure out how best to place cities to take advantage of all of them. The unfortunate result is that they're no l

25 Replies 88,099 Views