Remember the dev-journal request for ideas on road building......maybe the road-builder units some have suggested could be general-purpose engineers, and could also clear forests (?)
LordCobol
Early in one compaign, I lost a unit from a very-nearby kingdom took my still-undefended capital. There was no warning on the screen when this happened, which might be an issue but is not my main issue. Took it back in a few turns an played along until it noticed that I hadn't had any new techs for a while. Then the reseach screen turns until next discovery was some huge number that filled the whole field. New game time.
"I second (third?) your suggestion, and follow it up with a suggestion that you edit your subject line so it summarizes your suggestion [e classic];)[/e] " Me too.
I've had the same problem at startup, don't recall if it was right after losing. Reboot fixed it.
This happens to me ALL THE TIME. That plus the crashes after I play a while make it impossible for me to get far enough into the game to test more than a small fraction of its tech tree. Makes testing anything else pretty pointless. And its also hard for me to believe that the devs don't have their own samples. I'd just like to vote for a quick fix for this and whatever memory leaks or whatnot cause the crashes in the first place. Until then, I can't meaningf
All this sounds nice, but won't it run slower than a more old-fashioned, hard-wired approach? PLEASE tell me that no part of this game will run as slowly as the "next-turn" in HOMM5 with max-size maps and max # of AI players.
Just call it "lightning", not "electrical"
I could live with any of the road-building options I saw above. But its not the end of the world if we have engineers build roads like MOM or AOW:SM. Like thebattle options below, don't scrap them... "Battle Options: 1. Instant Resolve (army 1 and army 2 meet, one is destroyed instantly). 2. Auto-resolve. (army 1 and army 2 meet, it zooms in and plays out automatically). 3. Player resolved. (army 1 and army 2 meet, it zooms in and players can give
"However, i do have a question for anybody who reads this; should replenishment of you 'swordsmen' squads depend on how many swords you have in stock? What i mean is, say you are producing swrodsmen at maximum rate (ie you produce 10 swords per turn and are producing 10 swordsmen per turn, leaving you with 0 sword in stock)." Whatever is the answer to this question if a unit took casualties when losing, if they won maybe they could have picked up their fallen comrades stuff and would
Creating items for heros was a huge part of what made MOM & AoW:SM fun, although MOM's implementation was better. Heroes and their equipment are as important to fantasy games as magic & spell. And they are a big new thing from the point of view of devs who might be starting from GalCiv2.
Don't quite agree with all all of it, but there's a legit point at the end "if you really want players to be able to adjust stuff, make sure it is applied globally to the whole empire. For example, raising taxes is something applied globally. In this case you would micromanage your empire rather than micromanaging each city which is better because you will only control 1 empire." I like *SOME* city micromanagement, but lots of games overdo it. Empire / hero man
Agree, except that the other thing that made MOM special (and better than MOO) was the ultra-powerful heroes, Torin, Warrax, Roland, etc.
#3 is a good point. I don't think we have to worry about #1. Devs have said there will be dragons, rare & very powerful.
Want it. Wanted it in GalCiv 2.
Give a race of "humans" bonuses in forests and skill in archery, and you can think of them as elves. I'm in favor of lots of variety. Eventually a lot more than 12 factions, from expansion packs or user-generated content. I just don't care much what they call them.
I think when most of us say "spear beat cav", we are thinking of the non-archer type of cav. Horse archers a a whole different thing. And I personally don't think swords should beat cav. Swordsmen get skewered by the "first strike" or plain old "weapon reach" if the cav have lances. Pikemen kill cav-lancers with their "negate first strike", AKA even longer "weapon reach".
Anybody remember Sword of Aragon ? It had limited unit types: infantry, archers, mounted infantry, horse-archers, knight, and 5 kinds of heroes. Each of those could be equiped with a huge variety of equipment. Infantry could carry swords, pikes, halberds, javelins, etc, etc, -- even crossbows or slings. Some equipment could only be accessed by units with extra experience. Most exquipment could only be carried by some unit types -- no plate armor for archers or
@kryo -- Can't speak for what Arstal meant, but you could do worse than follow GalCiv 2 except... (A) more readable fonts (and make lower-case NOT look like smaller upper-case) (B) my suggestion in the original post. (C) whatever I think of 10 seconds after I post this :)
Agree with most of what has been said. Would like: One or more magic damage types, separate from physical damage Resistances to magical attacks Endurance / fatigue Directionality of physical damage, especially for units with shields. Attacking from behind or the side should be an advantage in melee combat. Shooting at the side or back might not make much difference if the target doesn't carry shields. Separate parts of defense: a
GalCiv2 bugs me no end when it tells me about events somewhere. First it centers the map on the event, then it puts the message in the middle of the screen so I can't see where the event occurred anyway. So far EWoM seems similar. How about putting the message on the left side of the screen, and centering the event on the map in the right side, so we can see what its talking about?
"5. Heroes die via aging, disease" Be careful with the aging bit. I HATED that in RomeTotalWar and both Medieval TWs.
Not sure how tactical battles will work -- will ordinary units have the option to retreat from the battlefield ???? If so, only on offense or also on defense ?? If units can retreat, then let sovie-death = loss-of-game, and let him try to retreat like anyone else if things go south.
#2 Remember, your army should have some scouts out, but we don't want to manually manage them. Bigger army (ours) may mean more scouts and able to see armies farther away.
"Here is a thought... go back to pre-made "classes" of units" I wish they would, but I think the devs have gone so far in the other direction it's a lost cause. Probably they are shaped by their Galactic Civilizations heritage. Space games often have unit(ship) design features, and probably need them. MOM, Elemental, etc, don't because they have enough going on with spells, heroes, etc.