If I compare OpenWorld Monsters where the likeliness of showstoppers appearance is higher, I have to admit that they are by far more than in older games. And in my opinion, games like the ultima series, alter ego or the magnetic scrolls adventure were for sure at the same level or even more complex than today's open world games if you look how much you could have done and how long you could play with one title. Several of the newer one had showstoppers because something was not foreseen or wa
Wylaryzel
There was an ancient time where most of the games were almost bug-free or at least to an extend that there was no show-stopper or Point-of-no-Return (no, no, Sierra Games Adventures had such Point-of-no-Return as part of there design :-)) Reason was that distribution of patches were not convinient too (a few game magazines had sometimes demos on disks(!!), no thinking about patch distribution on that way). Nowadays there are more game-breaker bugs in the first release o
I totally agree with the last few posts... Spells should be unique, scalability of spells should be coming out of something else - as mentioned by e.g. addition of mana till reaching the cap. But I'm not quit sure if the engine is capable of that, cause till now I don't see that this is somewhere mentioned. I agree with others, Flamedart I, II, III, IV (you get the point) are not interesting at all, in such a way we can have 1000nd of spells lacking of clear interest choices..
I would like to see: * Improved diplomatic actions (Spy's, etc, pp) * More Hero customization (in my opinion should be partly incorporated by patches) * PBEM option!
many good suggestions. My wish is still that for regular troops, one armor (which is consisting of a set) instead of individual troops are set. There are very seldom cases when I research a new technology and make some new troops that I only give them the breastplate and not the other stuff as well. I think additionally, this should be smarter to balance. Keep the individual parts for the Heroes and Sov :-) There we don't play with equipment all the time :-)
Another question related to Specialists/Citizens: After reading the introduction and the further explanations again, I'm not very clear how this will play in some points: * Armies: Are armies subtracted in the future from the 'global Specialist' pool only or are they subtracted as currently from the local citizen and additionally from the specialist pool? If the first part comes true, does it mean that I can build huge armies even in outposts? * A valid
Yep, I have to agree with Heavenfall in regards to CitySpam. Even with the new system, maybe cityspam will not happen in the beginning of the game - depending on the cost of the new city (e.g. 10 pop per pioneer pack) - but as the game progresses and the more prestige coming in from the different improvements in the further game we will see city spaming again. Given a few good food resource tiles which are claimed and a high prestige monster city, players will spam cities again as there is no
Looking forward to the indented changes :-) To be honest, I think the direction is the right one. 4x games - TBS especially - should have more depth. More depth means more choices and as we have plenty of time due to the fact that there is no time limit or reaction time needed. If you additionally balance the +xx% per improvement that the scissors ends are not exploding (as currently) but more calculate-able, having meaningful balance with regards to prestige for city levels and a bit more ba
Yeah, it seems that the post-release wave is done :-)
I agree with Valkrionn.. if they are being constructive criticism I think an evaluation vs. the current and/or planned modification to the game can't heart. During beta of the game, at least for myself, I found plenty of very good ideas which touches maybe the core concept or add something new to it and if it would be implemented accordingly. But not every idea would be suitable, thats clear too :-) You will have all the time different groups which likes some parts or the other. As De
Welcomed news :-) Froggy hopefully can have more time to prepare the killer AI and don't struggle all the time with project tasks. And Kael hopefully brings in some visions to bring EWoM to the next level :-) I only hope that Kael will - and is allowed - to share ideas about plans / changes / implementation like Frogboy shared with us :-) And hopefully, we will have more a mod-driven style of updates to the game compared to the 'super-big' patches other companies do. I would really li
[quote who="PaxTerminus" reply="143" id="2801470"] Quoting Frogboy, reply 73Grr. Stupid forum, I wrote a huge response and the forum ate it. Psst... That is why I use MS Word for large forum responces It has an added benefit of fixing my horrible spelling [/quote] I thought MS Word isn't capable of long texts [e digicons]:rofl:[/e] [e digicons]:rofl:[/e]
To be honest, I don't really care about descriptions. Normally, I read them once and thats it. But maybe thats only me :-) Nevertheless, usability and easy to use GUIs show effects accordingly and not hide them within the description - more critical if they make them exclusively usable one or the other. If they modify the values based on other equipment and provides a sort of popup/dropdown to show all effects is a different story :-)
With regards to different equipment provides different bonus / penalties or excludes by using different equipments: In general, this reads nicely on paper, but I'm not convinced that it will be as nice to play with. First of all, this would mean an overhaul of the shop and troopdesigner UI - moving along on 3 different tabs to find out what works and what not isn't fun - or consider buy a superUeberAxe in a shop only to see that you can't use it at the same time as you wear the superUeberArmo
If I remember correctly, the problem was more related to 'balance'. If the Sov would be only a magic-weaver, this would not be an issue. But you can create a Sov as a Warrior/Archer/etc type where Magic is not an issue. This will turn out that you don't have a choice anymore.. whether being a magic user type Sov OR have more cities :-) I think the change was ok, there are several other mechanism to reward players for a few higher level cities :-)
Frogboy, sometimes your posts remembers me of the donkey with the carrot in front. With such posts you are watering my mouth and I think myself - damn, why isn't the release/update not already there. But there is a big different between you/your company and other developers outside. If you implement an idea which in the end turns out it doesn't really fit or is a subject which can be easily being abused you're not leaning back and tell nothing or say that's it.. no, you try to improve the thi
Want only to bow before the team.. you're building a very nice set of tiles and I look forward to use them ingame :-)
Kael provides a detailed description how to mod for Civ5 .. interesting stuff :-) Would be nice if the devs and not the Com would prepare at least a basic document to start with - they have normally for sure an internal document for all the items :-)
There is even (if I remember correctly) a spell or tech which lets you destroy the special tiles. This is not a bug but a feature from the game :-) The negative part on this is, that its irreversible :-)
[quote who="GaelicVigil" reply="31" id="2783730"] Quoting hairrorist, reply 30Why do people keep insisting that those promos are screenshots? They are MOCUPS. Meaning, they were created by an artist as a still image, an imagining of an end product. Now, its one thing to release mockups while the game is in active development, but to include them on the box of the finished product leads consumers to believe that those are actual in-game screenshots
Ideas / Suggestions Preamble: I followed the game through a long period of time. There are so few good fantasy TBS out there, that I really hoped for a good replacement of MoM and the AoW series. Until now I really like aspects of EWoM, but every time I start a new game and play, I have all the time the feeling that the glue between the different layers is not working and the sum of the individuel parts are not fit
as far as i remember, if you modify the core file you have to recompile them.. there is a zip-file in the data/english which gets parsed.
First: Are you in war or have you a non-aggressive treat with the AI? Both enables them to move into your influence. As you have conquered the city, I expect that you are at war with them. Secondly, in the City details screen, there should be an option to raze the city or? Br Wyl
Did you research the 'quest' tree of the adventure tech tree?
[quote who="Fading_Suns" reply="31" id="2723786"]I'm having a camera problem as well. I'm unable to rotate the map. I use the mouse wheel to zoom and that works fine, but nothing else allows me to pivot the camera view. Am I going to have to change the settings of my mouse to get it to work? [/quote] click and hold the mouse wheel will enable you to rotate the view