I'll have to try that mod. It sounds very interesting.
hntr101
Thanks for the tips.
Nice post. I enjoy the insights. As a current student in programming, it was very interesting.
I appreciate your concern for this game. I also feel that their are some points that you make that I can appreciate but get the feeling that you either did not play this game enough or your thoughts are clouded by preconceived ideas for this game. 1. Core Mechanics I agree that the game does have a natural progression to battle your opponents and the b
The interface looks pretty good. I wasn't sure when I needed to add values to the request item chosen. Is there a way to choose what monsters to fight? I am also guessing that the quest map gets made in the map editor.
Like with everything there is a time to make a choice and run with it. As of now, the magic system will probably not change very much. With the modding capability and a great chance in continueing the series I think this will evolve into something that will be better. If you step back and look at WOM and compare the difference between that and this, I can only imagine better things to come. Also you got to ask yourself, why has it taken this long since MOM for a game l
I just want to say thanks for making a much better tactical AI. It plays much better than it ever has. This was on the normal setting. I have not tried the others out.
Yes, I think the magic system needs work, but the game as a whole as come light years from where WOM was and even the early stages of beta for this game.
I think splitting the two is a great idea. I feel when the champion levels up they should automatically get that level spells in the area that they have. If they have two areas of magic then they have to choose which one to level up. This will do a couple of things. One when you run across a level 1 champion that has fire, you know what your dealing with. Same with other magic. Split the spells up into more levels making it more fun to level up. The other thing this wi
This would be the first time I add a mod. I am glad you detailed how to install the files because this is what scares me about modding. I don't want to screw up the main program but I also feel I'm missing out on some cool stuff if I don't try it. I hope someday I can mod for myself. How much programming knowledge would I need?
I wish the champions would go to the their capital instead of the nearest city. It is annoying killing them over and over. Another idea could be to have the sovereign learn a resurrection spell to bring the champion back.
On the same subject, I constructed an outpost next to a dragon expecting to be attacked and it never did. I think if a territory overlaps a stationary unit, that unit should attack the outpost or city then go back stationary. The area should be cleared before constructing outpost or be prepared to be attacked.
Tactical battle just took a great leap forward. Now the AI seems to go around guys to get to the weak unit. Great work! [e digicons]:D[/e]
Resoln is pretty cool. I found out that when the demon kills someone the unit adds another demon up to 9. I now have a demon that does 72 for an attack. Pretty awesome!
Far as the spaming goes I agree with that. The game I'm playing now, I have yet to do a quest which I did a lot of in the past. I wonder if each AI opponent can have a different level of aggressiveness like GalCiv2 had. This way the player can decide which opponents to play against with the different levels of aggression. This may already be in the game, I have not had a chance to try different types of opponents out yet.
Great job on this game. I am finding the more I play and learn the more fun the game gets. Far as the name, I have to vote undecided. I can see pro's and con's of both. In the end, it comes down to how well it is marketed and what kind of reviews it gets. I still wish that when moving a unit the dotted line would come up first to show their path and allowing the player to confirm the route the units takes. I am still have
The first thing I have to ask myself about this game is; "Why do I want to play this game?". I got hooked on MOM many years ago and I was excited for Elemental WOM to come out because it was in the same genre as MOM. I have to say that even as bad as WOM played I enjoyed the game. I look back at MOM and think what was it about that game that made it so good. I would have to say I liked it because magic was king. Most battles were about casting magic for attack an
I am hoping for better AI is my number 1 wish. I would like to see the computer use different types of magic in different situations(not over using one spell). I would also like to see more magic used on the strategic map. Casting tornadoes that last x turns randomly moving on the map, storms that wash out roads or puts out fires, cracks in the earth, cast embers on the roads,turn land into jungle,forest fire to clear trees for a path, and walls of stones to name a few.
Overall, the game is looking really great. Keep up the good work.
If the space is packed with units then I understand not being able to go through and maybe this was the case. I don't remember the exact number but still if there was a way to verify the route taken then it will get rid of the issue of thinking the stack of units you order to go somewhere don't get there in the most efficient way due to some issue that wasn't foreseen. If I know the path ahead of time I will know if a city is full or a tile has the max units
I like all the ideas. Not sure about the cities though.
Two things I have ran into that I hope gets fixed. The first one has to do with unit movement. It may have been discussed before but the player needs to verify the path that the program chooses to move units. Usually the routes are pretty good. I find the biggest problem with unit movement is when the units need to cross the same path as other units. First, why if the units are passing each other they can't use the same tile spac
How cool would it be to cast the lightening spell and have a rolling cloud with lightening come up to the unit that then gets zapped. Casting a rainstorm that causes mud which can slow units down would be cool also. This spell could also be used to remove road sections from the map by washing the road away.
You bring up some great points. It is frustrating to kill champions over and over again. It even gets worst toward the end of the game. I understand that Stardock does this to balance the AI with the player. I wonder though if they could just handicap the AI by adding more attack and defense to the AI champions making them harder to kill for the first time. I not sure what the answer is to this. I also agree with the selling of items. I think
I was wondering if it would be a better idea to have quests, once entered, on a map similar to the tactical maps. I realize some battles are on a tactical map but the searching for a hut or wolves could be done on a map like that as well. This would allow for more depth in the quests without sacrificing seasons to do a quest. The tuns in a quest could be some ratio of a season. Example, 3 movements could equal one season. This would allow more interaction within the quest wi