In all way, shape and forms... the "Gates" are actually mountain terrain, so I cannot pass them. I was evicted to said mountain terrain though, really odd. Previous saves are not available... I've set the autosave to 1 turn, and I walked around in there.
Barrynor
They asked me to leave, which I did, and now I am stuck between two non-opening gates... very nice. Sovereign plus a good old stack o troops o terror. [img]http://cloud.steampowered.com/ugc/487750912236551564/BD4D979100B10EB448DD1E46E122CD5B5F59569B/[/img]
Hahaha... missed mine I guess. Yeah, this is a massive step forward, and its an enjoyable step for sure. I must say I'm having a blast blasting mine enemies to smithereens.
Well, a massive surplus of Gold is rarely a good sign... if you have a surplus, lower the taxes, fuel that tech and get the research flowing for more and better units and armies. Or buy your way up in a city, this works nicely in 4X4.
What the.... instant action addicts! Go and play Civ I, it will teach you the value of patience and +1 turn! Seriously, complaining about 20 turns where you have to wait a bit...*Rolleyes* I do not find 1 hero and a group of units to be unfun. It is more role-playing--esque to me, I build themed armies around hero capabilities and use them to wipe the floor :D
I concur. More choice is good :)
So first off, this is looking very nice. More music, more sounds, more entertainment all around. Magi. Yay for magi. Content. There's more of it. Good! GREAT! The AI even does non-stupid things. As in, it actually looks as if it's trying to run its Empire. Opposition: Uhm... yes... am I doing something wrong here? I set the thing to challenging, large map, 9 opponents. I got a crappy starting place. I had a 4/2 city... one hero, who had a little uhm, soul-steali
[quote who="Frogboy" reply="44" id="3088054"]-snip- Sorry for the 4am wall of text guys. [/quote]Huh? What? Whadda ya want? Can't you see I'm busy playing your game? ;) I love the fact that you communicate. I love it that you express yourself. Just keep doing what you do :)
Oh look, smack talk. Cool! [quote who="Frogboy" reply="3" id="3087671"]They always did. A human being wouldn't be able to coordinate 4 different armies arriving at a target city in the same turn. [/quote] If the human being can't do that, he should stop playing strategy games. Hahahahahaha. I assume you are joking and just showing off features, because if you're going to tone down something that is clearly G
[quote who="Sythion" reply="6" id="3087905"] Oh... you guys thought... hahaha!.. umm... NO! I mean like a cap... that produces mana. Totally.[/quote] That made me smile in the morning!
An interesting array of "solutions", but none really adress the issue of having multiple moves/actions within a single "turn". Archer Smarcher, spellcasters with high initiative do exactly the same thing. Nerf the mages too? That simply wont do! The one I really liked, and what I propose too, would still be to simply let initiative determine the order of the turn, with a closed turn system. Unless someone has Greater Haste ;-) Then he should be able to double up in a tu
[quote who="DsRaider" reply="5" id="3087096"]What I find cool for tactical maps is that from looking at the stinking mud spell we seem to be able to apply particle effects to a tactical tile using a spell and have that tile perform a modifier. Map
[quote who="CdrRogdan" reply="90" id="3086004"] This just seems to be overly complicating things. The problem is initiative and movement. There is no reason that initiative should allow multiple moves. Initiative should determine order of action for each unit. In the event balancing out the strength of champions is a concern you could use some other function to grant multiple attacks or use some calculation of level & initiative to do so. Movement needs to be restrict
The same thing we do every night!
*presses fast forward to next week*
The basics are looking good. Now make something nice out of it. And then give us the mod tools so we can screw it up :D
[quote who="Derek Paxton" reply="15" id="3079197"] I just tried this with the current internal build (2 of my guys casting fireball at the same time) and it worked fine. We have fixed some bugs with the way casting times worked that may have resolved this. But multiple units are supposed to be able to cast spells with casting times at the same time and it appears to be working correctly in my testing (with the internal build).[/quote] YAAAAY FOR M
It did? Then some of the developers who claimed that the AI was doing this without spawning were being very, very foolish. As in utterly insanely foolish. If there's one thing that I despise its a dev who lies about what he's made to make it seem more intelligent. I prefer honest people :)
Lord of the Rings Online Skyrim I spend 6 years of my life playing Diablo II... but that was before 2002 when it came out.
You left your ball at a bet? Ouch ;) ( its getting late here, and i spend the day coding... my brains are funny). Well, all in all that's good news. I'll produce some more buildings in the E;WoM editor then and will start writing down my modding project. Should be great fun :)
[quote who="Heavenfall" reply="50" id="3073314"]I haven't met an AI in any 4x tbs that doesn't select units with a large degree of randomness. MoM, dom3, homm, aow, you name it. There is no real good alternative, and the more special abilities there are the more difficult it is for the AI to assess. The only alternative I can think of is what they did in shogun2, where the AI simply instantly spawned pre-made armies inside the fog of war as you were exploring.[/quote] </
Yeah, well, (un) fortunately this is a beta and the only reason we can play it is because we cashed out on WoM and that wasnt really such a good game... Untill the official release, for which there is no date, we're going to have to stick with 0.77, beta version, or whatever bone they throw us. *gnaws on his 0.77th of a bone of FE*
1. Thought so, you made a comment about that... but how :D ? 2. No, I mean can we increase how many units we are allowed to have in a stack... i.e. increase the army size beyond 9. But it might indeed be hardcoded... the only other way to alter this would be to summon more units in combat. 3. Great. This means I can make "captains", a minor hero variant to lead armies, because there will be lots and lots of stacks of troops running around. 4. Ok. Best would be to have
More specifically speaking, for what I have in my mind, I am curious about the following things: Can we...? 1. Increase the size of the tactical map. 2. Increase the size of stacks. 3. Make it so only a single unit of a given type can be supported by a city ( im guessing yes, because of the limit on Caravans). 4. Increase the size of landmass maps. What was that? Skirmish of Magic? Duel of Magic? No... wait... it w
[quote who="Horemheb" reply="51" id="3082620"]The problem is bigger than the above mentioned "perfectly similar units in 1-1 fight" tied-position. In standard fighting situations you don't want to move into striking range of your enemy, as then he gets the first strike and gets an advantage. At least in the public betas this has given a massive advantage to the human player. Really, the neatest solution is such that as often as possible, one player benefits more by standing back, because