Wait for 1.09
LordCobol
"However there should be a penalty for losing your sovereign" Well, losing a powerful unit is a bit of a penalty right off the top. But if the heir happens to be super, don't need any other penalty. How much penalty was there for Macedonia when Phillip died and Alexander took over (all right, not so great in the long run, but give me a while and I'll think of an example that turned out well after for longer).
Same as strongking -- did the whole quest with just my sovie by himself. Dragon said he would join, the disappeared. But it worked for me too a week or two ago.
FWIW, what I think of asl "initative-based" is more like Malsqueek's "speed value" system than his "unit initiative approach". My model in this is HOMM5, though I wouldn't take it as a model for much else.
Agree with a lot of Black-Knight, especially his 1 & 2. But his 4 & 7 somewhat conflict -- if archers effectiveness is limited partly by range, sometime some of the should move forward to get a better short.
Need to do something.
MOM & AoW:SM had this ages ago. It is/should-be a standard part of the genre -- once they fix the crashes & other urgent stuff. (game runs clean for me now at the start, but when I have 20+ cities is crashes every 10 or 20 turns)
Researched it but couldn't cast because I didn't have a water shrine. Captured a city that had one, hit next turn, and BSOD. Rebooted and tried to load the most recent save but the game says it has a problem and needs to close. Pretty sure the save was just after I got the city. debug.err http://pastebin.com/SRVXPKt9 crash zip file from the load-crash <a h
About the time we live in spaceships like in GalCiv 2 ? Sorry, couldn't resist. I'd bet more like 6 months.
Unless I am missing something, a caster can cast "arcane armor" & "arcane weapon" only on himself. Can cast "protect friend" and "stone-skin" on another, and control who gets it, only if the target is standing all by himself on an adjacent square. It would really help if we could select the target(s) in the stack to cast on. Even MOM let you do that 16 years ago. Aow:SM had a better system where you could put checkmarks on all the eligible targets in the st
Need an easy-to-find in-game list of keys. Also need some of the keys we know about to actually work *cough*"space" to skip turn*cough*
Adjust some buildings to cost more material & less gold.
Sounds good.
Defender-first wouldn't necessarily lead to stalemate, it would (I think/hope) make us pick our targets better and pay more attention to the defense and magic-resistance of our main attack forces. Hit some weak non-magic forces 1st to gain exp. Cast "protect friend" to give critical units some magic protection. Buy some armor. Then go after foes with some magic power. Ought to work. Might help a bit if they cut back a bit on the area spells though. <
Master of Magic and Shogun Total War.
"One of the most enjoyable MoM strategies, especially in single player but also in general, was the option to create incredibly powerful equipment and use it to make a one-champion army." Absolutely. I think the devs have already said item-enchanting would be added later, and I understand other things have to come first, but I still really want it. This ties in with other threads where many complain that heroes are underpowered in la
They might be better off putting in some cheap one-per-kingdom buildings that are available very early in the game that give bonuses like +5 gold / material / research / food etc. Then lack of special tiles near the starting point wouldn't be a big deal and they could stop worrying about it. IIRC, most factions in Galciv 2 had one or two such buildings.
Would help. The OP's original issue is a biggie, whether we want to fix it that way or some other way. Maybe special abilities could be available at costs of 2 or more. Not just the abilities we can pick when we create custom sovies, but also things like "this unit does not provoke counterattacks", etc.
1: Show the benefits of tech treaties in the kingdom report, like it shows the gildar from economic treaties. Next, maybe even show a breakdown of the benefits by country. 2: Have "next city" & "previous city" buttons in the city build screens and city info screen. 3: Maybe increase the minimum distance between cities by 1. The map get awfully crowded, and some cities can't seem to build anything because they are too hemmed-in. 4: 
Tried the same thing several more times -- rebooting, moving to a nearby square, etc, did not help. I had not changed my DEP setting since before the beta, and DEP errors were few & far between until recent updates (1.08.whichone?). Also, I had embued heroes earlier in the same game. Gave up on that hero, but several turns later it happened on another one. Then I turned DEP off for Elemental, tried to imbue him again, and it just CTD-ed all by itself even without
I play with DEP set 'ON' for all programs, and have had DEP several violations on 1.08.037. Most recently, just as I cast imbue hero. Crash zip file http://dl.dropbox.com/u/8928343/DEP-Elemental1_08-2010-09-19T18-45-08-578.zip debug.err http://dl.dropbox.com/u/8928343/DEP%20%20debug.err Event viewer says: Event Type: Error Event Source: Application Error
It would help.
Some summoned creatures will still be stronger than others, right ? Then 1 mana upkeep for strong & weak ones both is a bit of an issues. How about creatures cost 1 to 5 mana (give or take) depending on strenth, shards give several mana, not just one, and sovie mana income imbue cost get adjusted to whatever seems balanced enough.
[quote]At least it was good while it lasted.[/quote] But it had to happen.