[quote who="Bellack" reply="101" id="3078296"]I don't want to see Champion maintenance. I perfer them to be different than the normal unit besides we usally have to pay for them up front.[/quote] [quote who="Desperatli" reply="107" id="3078484"]I think totally removing the imbue system is a really really bad idea. By doing that it makes the sovereign no different from any other champion except that you can pick spell schools for them in the beginning if you make a custom one
LordCobol
[quote who="Stmorpheus" reply="85" id="3078170"]since they can't die then there needs to be something that will restore a champion, like a quest or some sort of expensive spell. just having a gimped character hanging around is not good in my opinion.[/quote] Well said. Or maybe just have a slight chance of fixing a random disease for each turn he sits around in a city. Or maybe for each turn he spends sitting stacked with a healer.
I'm just barely surviving at "hard" level, trying to build a new unit before the evil enemy sovie attacks my capitol. As I next turn, my new unit briefly appears outside my city, then the foe attacks and my new unit is NOT in the battle. After the fight it is still sitting around outside. Bug or WAD? And would the new unit have been there to help in the emergency if I had enabled the "auto station new units" in gameplay options?? (about to try that). &nb
At risk of repeating what others have said, all champs being able to case makes the no-magic-on-autoresolve option even more important. [quote]players didnt realize they could be casting spells with their champions[/quote] Ack !!!! I realized it, I just deliberately avoiding doing it because one caster is enough, mana is too precious to waste on imbuing and its maintenance, and (mostly) so autoresolve wouldn't drain as much mana. Am unenthusiastic about
[quote]* I wish there was an option to notify me when all of my units in a city are at full strength for the first time. I know in elemental they told you every time every unit hit max health that was too much. But "The Army in ResolynMain is at full strength" would be a nice message to have.[/quote] Agree [quote]* It feels to me like outposts should have some sort of maintenance cost of some sort.[/quote] Disagree
FB has mentioned in several threads that he was testing in small maps. Don't recall him ever saying he was testing large. But maybe things would look different on large. Early game rush might be less of an issue with more space between factions, filled with more tough monsters. Just curious, how many people play on which sizes? And what sizes do the other devs mostly test on. (fwiw, I've only played large so far)
[quote]- mentioned many times, so one more voice...there "needs" to be a way to auto resolve without using magic, as it is a mana-burner and forces you to tediously manually play out silly battles you know you will win in order to save mana. - I have also seen the oppossing player (AI) cast spells in tactial combat (such as beserk, curse, etc.) and I have not known what the effect of these spells against me were. I think it would be useful for some tooltip to appear des
[quote]I should be able to upgrade units by putting them back into the queue rather than paying with cash. 1000Gold is much more valuable than the 6 turns it would take me to simply build a new unit. It's been 4 games since the original release of galactic civilizations 2 and stardock still don't seem to “get” upgrading.[/quote] Agree with this. Mixed feelings about the other points in OP.
Happens to me almost all the time. XP, 32 bit. Easy for me to see because I run dual-monitor with the task mgr on the other screen so I can monitor the cpu and mem usage. So I just right-click and blow it away. Once a while back I waited and it exited after maybe 10 (?) minutes.
So I was chipping away at the mountain crusher, and he disappeared like he had died, but didn't really die. His hit points were zero but the battle wouldn't end. Couldn't find any way out except auto-resolve, and that said I had lost, even though my army was at nearly full strength, and I didn't get any reward. huge debug.err http://dl.dropbox.com/u/8928343/debug-torax.err
Whether or not governors gain exp by sitting around building things, I think it should also be viable to have them gain exp by fighting, cho0sing city-enhancements as their rewards, and eventually retiring to help one of your cities.
[quote who="nim8or" reply="2" id="3075715"]It would also be nice to have the option to jump to the location when a caravan is killed.[/quote] Yes !
[quote]- Non Combat Champion Classes. The way of the Governor is a cool class idea but can use some fleshing out. He should have a way to level without seeing combat and give cool bonuses to what cities he is in. Its a neat idea for a champion because his power lies outside combat. I also think the other classes should lose their army wide bonuses. These should be given to another slightly non combat class; General or Tactician class. They provide more leader ship for an
#2 is a big issue, like everyone else seems to think too. Threads complaining about it seem to pop up everywhere, out of order, almost like they were inspired by....
[quote who="Sythion" reply="46" id="3075119"]How old were you when you first decided MoM was a great game? I was about 14 or 15, and it was the shit.[/quote] I'm 61 now, so I guess I was 44? Back when I was 14 or 15, the best strategy game around was chess -- the old-fashioned kind, against classmates.
[quote who="Sythion" reply="19" id="3074684"]We were younger when we played MoM,[/quote] I wasn't much younger last time I played it, and it was still fun. Last time was the day before the FE beta started.
[quote who="James009D" reply="14" id="3073517"] Quoting Heavenfall, reply 2I don't like it. We already have a completely artificial "army size" limit, and it completely breaks immersion. Agreed, Plus, I'd like to be able to have my King and his most loyal Knights riding out together on quests to save the world. One hero per army balances stuff but ruins gameplay.[/quote] And early game I NEED my 1 new hero to help the sovie take out the 1st few wimpy monsters.<
[quote]There's been a lot of gameplay changes that I won't go into but I think people will be pleased with.[/quote] Typing & posting...... then Hey, Derek, figure out some gameplay changes! I'll be pleased. So will your boss. So will the owner. So will one user.
I can maul, but only 2 hits in .77 with a high-level hero.
+1 for large armies & larger battles. No, make that +2.
Good stuff in OP
At the difficulty levels I've tried so far, game seems reasonably hard early but too easy late-game. (If I tried max difficulty I don't think I would live to test late-game). But I don't think strong champs are the problem. Do something to make the AIs stronger late-game (maybe monsters too). Maybe just increase the chances of other factions having their own high-level champs and the smarts to use them effectively. Or maybe have some chance of a
[quote who="GW Swicord" reply="218" id="3069116"]I don't mean I want an SDC instead of the nice HTML-based store. Being able to choose between client-based updating and git-yer-own-exe updating means that the potential market for Stardock games is larger.[/quote] Yes