There are a lot of things it would have been cool to see in a combat. And maybe some of it can be added at a later date. Some form of morale mechanic would have been nice. Some monsters should be absolutely terrifying to non-champion units. The game should allow for that and making those units less effective unless any champion in the stack has high leadership skills. There should also however, be abilities that should make a unit more effective in some instances.
Dwolf63
Like i suggested earlier. Make it so that any unit in a zone of control can move one square without giving up an attack of opportunity. This allows you to do things like interpose another unit in it's place if your order of initiative allows. Your wounded infantry pulls back, and a healthy unit slides into thes spot it had occupied, trying to keep the monster in check so that it doesn't finish the job on the infantry man. Some units though, can have an abi
Just boosting the monster speed isn't necessarily the answer. Tweaking speeds on one or two is one thing. But just making most monsters faster just cuts off an entire strategy and build type. If it costs too much to build champions to outmanouver monsters, then you make it meaninglessto invest in that area. You could do the same thing by say creating a zone of control mechanic so that should the champion close to melee range,
Sarudak makes a good point. There needs to be a control on how many movement bonuses can be made to stack. There may need to be something along the lines of "bonus types" so if there are multiple bonuses of the same type, they don't stack. There should still be room to create faster units with some effort - at the cost however of their being effective in other ways. Tasunke is also right. There ought to be a
I've seen people post suggestions on how to tame champions and discourage straight up champion stacks. One suggestion was to make some champion abilities only apply to non-champion units. That might be an incentive not to use too many champions, but how do you encourage using more units? Here's the kernel of another mechanic. Champions are supposed to be leaders. Gaining experience should therefore logically be tied to how many soldie
I am using an admin account. I even tried "run as administrator but that didn't do any good.
Waited and waited. Did what I could to disable virus check. IT finally did seem to start and then i got this message something about not having priveleges or permissions it needed or something like that.
All i know is i've been spending all day downloading it over and over and it won't work. I may not be able to even try the beta. I have no idea how to fix this. I just hope this won't be a problem with the actual game when it comes out.
I don't understand though... No one else seems to be having an issue
I am having massive issues for some reason. THis is my 6th attempt to download and install. After it downloads it refuses to install. Half the time my computer seems to want to refuse to load it suggesting that the file is harmful in some way. Am I doing somethign wrong?
I'm having trouble even getting the darn thing to install
Keeping my fingers crossed that I haven't accidently deleted that email, cause I'm one of the E:WoM preorder people and its the 18th and i haven't seen any forewarning yet. I'll keep my fingers crossed.
The above was my "quick fix". A better fix for DipCap would be to convince other countries to make trades they wouldn't otherwise - which of course means that there would have to be a change in how various commodities are prioritized. Let me explain. Things like gold and plain materials are easy to come by. Your population provides gold, you can make worships to create materials. Those things can run short at times yes, but they're "common goods". Things
Diplomatic capitol is supposed to represent your nation's political influence, the good will you've accumilated, the "clout" you have with the people of the other country, etc. You're getting it, after all, by building things like embassies. It's not supposed to do anything. It's not a "resource" like the other commodities you trade. At least, it isn't yet. It's great that you can use it to trade for things, but I can see where it would be a problem that the AI woul
Black Knight, Sorry, you don't speak for all of us. Your way is not the only right way, nor is it the way at all. In your quest to do away with teleport (and isn't that ironic, a black knight on a quest - by definition it can't be a good quest), you're seeking to limit options rather than opening them. A very simple way to limit teleport is to have it require an additional resource -something that's relatively rare and requires research to aquire access to. If t