I had a friend once. [e digicons]:'([/e]
cparkin01
Love the random mapiness. Is needed. And yes that does look like a flying unit...??? Oooo. I had thought that dragons should fly in EWOM, but I guess all mine are too fat after eating so many little people.
Quick question on mod revs - If I copy in the ATW v1.10 files into my folder and load a game that was using ATW v1.9 will the game use the new rev mods? Or only on start of a new game?
There are tier 5 dungeons. I died in one is why I remember it. I like the tactical regeneration you get from unique armour and weapons too. I am thinking that magic is over priced. I only have two casters and typically can't use magic for more than a single fire dart spell in combat given the mana costs vs generation speed of the resource. For a game called 'war of magic' you almost never use it I find. Also two thumbs up on finding he
I noticed this in the version that had the prestige penalty in it with regard to number of cities. Basically your grand kiddies think you suck and leave for a more prestigious group. In this case the group with the least cities would likely be their choice given the messed up game mechanics. I haven't seen this happen again in v1.4, again unless your faction's prestige is very low in comparison to other's. One way around it is to reload the auto-save to just
First off, nice work Heavenfall. I am encountering an issue with magic in the game now though after installing the AW Mod 1.9 and artifacts in v EWOM 1.4. All the spells when cast consume 2x the listed mana (i.e. teleport is now using 500, but so long as you have 250+ you can cast and then it drives you negative possibly, this is how I noticed it when I went 135 mana negative. Replicated in battle with combat spells driving me negative as well). Don'
Make sure you have sufficient resources to product 4 units. Other than that I've built archers in regular 1.4 but not yet run the AW Mod 1.9 yet.
I like the horses to counter the archers idea. Love to see how this version of WOM will work out. I also agree with seanw3, immortal heroes and cookie cutter cities would not be so much fun. If your heroes are dieing too easily then you should maybe buy them a helmet?
This happens to me also in about 1 in 20 or so battles. I don't think is related to clicking on somethihg else speed but who knows. I agree that they should have fixed this a long while back. Maybe they still will??? [e digicons]:annoyed:[/e]
Question - can you add to the quest locations so it will tell you after wards if you hover over a quest location you've been to it will tell you the go to location for the next part of the quest? i.e. Go to tile 23,120 to complete this quest? Or a quest log with these detail in it and it maybe just lists all open quests, their name, and what you are supposed to do next. I've found without teleport the quests are much slower to complete and I forget what I
If you have the terriforming spell book you can 'raise land' across to the other side or 'teleport' if you can see the other shore and it is within your zone of control.
That is good news... Mmmmm squishy archers....
I had hoped at one point in version changes that maybe mounted units could be employed to counter archer units. Maybe they get +4 unit speed in combat or something so they can close and hit archers in 1 round. But that was just a hope, and would make mounts actually useful. I like the idea of a big dude on a horse smashing little archers with a large hammer or something heavy anyway.
Any idea if these mods will be incorporated into any official version for the game? i.e. 1.41 or something? It sounds pretty good.
Try just playing on 'normal' I found the AI did odd things and was much more aggressive on 'easy' then I though it should be. I got the chop the first game I played too on easy but I was unfamiliar with the whole game at the time so it wasn't a surprise. Also play against as many opponents as possible on your map. This will let the AI fight itself and buy you some time. Hope this helps.
I like the initiative concept and the delay idea between choosing an action and it occurringvs the opponents' defensive/counter action. This should make magic more valuable in combat and perhaps more relevant to keep your units protected or toast the opponent. I look forward to seeing how it works in practice. Two thumbs up. I am curious how the interaction between defense, offense, range weapons and spells will work out and what variety results.
You don't need to exploit the AI to win on Normal. I've played many games on normal and have yet to find much difficulty at all. The only issue I found was getting a mine at the start so my sov is a naturalist to accomplish this. This way when I get to metal weapons I can make units right away. I've never concentrated on armour in the game after leather armour. Just weapons and bows. Equip heroes with high damage weapons and bows for casters the
The only three factors that alter population growth is food, water & death. Populations grow faster when food is in excess and then exceed the supply or the supply drops off and then the population starves and growth slows as people die faster then they are replaced. Sickness & disease alter life expectancy and would in affect slow city growth and could be countered by particular resources and tech being available and these same techs would liekly increase the birt
Sov can't equip Alzor's armor. Other heros can. Used to be able to...
How do you demand things from opposing factions in EWOM? I can't figure it out. Either to demand cash from them or for them to remove troops from within my boarders. Thanks
I agree that 2) is a bug: '2) When you move a unit into a city, they change their hit point count based on the defense value of the city, and this can change the number of men in the unit, and make it take a long time for the unit to heal. This also feels really broken.' What I've seen is this. The units take a city over or return to it to defend and if they are normally 10/10 hit points outside as soon as they enter they become 10/18 hit point un
Question - is v1.4 going to alter or address combat initiative? Perhaps move to by each unit from each side to help balance this out?
I've been thinking and I recall an older game MOO2 (Master of Orion 2) that used one side goes then 2ndside goes turn based combat as well. The earlier version was pretty easy to win in combat just like EWOM since as long as you got first shot you could reduce the enemy counter attack significantly from the first turn's attack. However in later versions they turned it to initiative based on each unit not each side. This felt much more balanced and was more difficult&
If I recall this feature was scrapped in the effort for memory use freeing and game stability a few versions ago.
Just wondering if any changes have been successful since v1.39 beta came out 18 days ago. Hope the AI is able & willing to kick my but soon... normally I have to pay for that kind of abuse. One other question: How do you demand things from opposing factions in EWOM? I can't figure it out. Either to demand cash from them or for them to remove troops from within my boarders. I think the troop thing is related to their units pathing issues and g