Yes, something like MOM please, or at least auto-build from outpost to nearest city and then we can put outposts where we want roads.
LordCobol
Seen it many times.
Yes, doesn't seem worth much as is. Make it help more or maybe even give us some OTHER reason to keep champs in the city so more of them would incidentally pick up the 1/4 xp per turn.
When you start a game the difficulty level you see has a tool-tip saying what it does to the AI. But I think it actually controls the monster strength too or instead. Does anyone know for sure what it does? Anyway you definitely control the AI difficulty by going into customize opponents screen. If I am right then the tool-tip could maybe be changed to indicate that it controls monsters. I'd like to see separate "world/monster" difficulty and "default A
I can minimize it ok (better than WoM). But with my dual-monitor I don't actually alt-tab -- I just click on the other monitor. But standby is death.
I like strong champions fighting in person, so the main point leaves me cold. Hostages & ransom would be cool if the devs can find time to put them in.
Not much in the OP that I disagree with, but I especially like... [quote]You can't have increasing tech costs but not increasing ability to research, or you will stall hard. Either add another research building and tech to the civics tree or better yet to the magic tree. If that still doesn't work reduce the research cost of techs past the 4th level by a bit.[/quote] and [quote]since magic and champions are tied together maybe make a building that takes a garri
Re city improvements & tech (4th item from the bottom) I think it would help encourage specialization if we had 2 types of tech-enhancing buildings: the current percent-improvement kind and also an "add x points per turn" kind. Build both in one city to get a multiplier effect. Some of them should be 1-per-empire so you can only do it for 1 city. Then rinse and repeat for other benefits like gildar. All percent or all fixed-amount means even t
Makes sense.
[quote]Shift-clicking multiple units in cities - the mouse doesn't move smoothly when holding shift after selecting a unit. This makes selecting an entire army in a city painful. [Enhancement] Allow a ctrl-a to select all?[/quote] Yes. This has bugged me since WoM and I keep forgetting to bitch about it. Glad you mentioned it. [quote]Magic / Item effects that increase movement don't apply after loading the game or leaving a city until t
Whether its threading or not (and I suspect it is), it as a pita and ought to be fixed.
Exactly. Drives me crazy. As far as I know, everything else works, but this drives me back to exiting and starting clean.
"every" time I get to level 5 (3 times in all so far) I have 2 or 3 improvements like Ereog's Tower above. Never had it as good as the OP.
Watch out for one of the suggestions above. I they dump imbue and let heroes cast what they know from the start, autoresolve will waste mana like crazy unless they change that too. I'm ok with the current imbue system, partly because NOT imbueing many heroes means I can autoresolve with my AI wasting all my mana.
I tried something a bit similar a few days ago https://forums.elementalgame.com/416251 got zero responses. The "path of the ...." mechanism could be used as a shortcut to differentiating heroes. Limit each hero to two or at most 3, including the one he starts with. Then maybe also add another path or two, like maybe "path of the archer/ranger". He could have bows, and
Artificer + runemaster for me. Make items, sell them for more mana than it took to make them, then use the extra mana to make an item to keep.
Mega champs for me too, like the well-equiped champions in MoM.
I'm fine with current system, but then I *like* strong heroes. They're the reason I want games like this instead of historical theme games.
It doesn't seem all that powerful to me in .77 -- vastly less than in .75.
this time definitely no crash zip file debug-err http://dl.dropbox.com/u/8928343/debug-2.err inspirational message from event viewer "Faulting application fallenenchantress.exe, version 0.7.7.0, faulting module msvcr80.dll, version 8.0.50727.6195, fault address 0x00008aa0" for some reason, my current campaign seems to be crashing more than the last one
Hit next-turn, got a message that the foe had burned down my quarry, then boom crash zip http://dl.dropbox.com/u/8928343/FallenEnchantress0_77-2012-01-29T12-54-03-62.zip this is my newest crash zip, but it appears to be 11 minutes too early, so it might be something else. following are from the right time debug.err &
On .77 I get 2 hits max by a high-level hero with good accuracy. In .75 + Brad's Friday slipstream, comparable heroes were often getting 5 or more, once 8. So it seems to work but .77 seems to nerf it more than the documented change from -3 accuracy to -4.
I much prefer drag-scrolling. With my dual-monitor setup, have to disable edge-scrolling to move the mouse to the other monitor.
My recent campaign, with large map and all but one of the built-in factions, all but 3 of them died early. That was "normal" difficulty om 0.77. About to try "challenging".
For the second campaign in a row, I have two Daxuses. Might mis-remember a detail cause this was hours ago, but sequence was something like, agree to hire him, fight (tell him to kill his former employers, win, take the girl to collect the reward, and go back to the beginning of the sequence. Looks like arriving to collect the reward triggers the find-the-hostage-and-fight event instead of the reward event. edit -- sorry, should have posted in support.