The Progress> I really appreciate what you suggest. Great ideas. Hope SD implements something along those lines. One 'fine tuning' comment about finding a refugee camp. If the camp exists, there must be a (perhaps small) source of water and food growing going on there, or the camp would be abandoned, or full of dead beings. Perhaps, the discovering SOV might wat to keep the resource, as well as the population. WHat do you think about addressing thi
ElanaAhova
Is nice. Have you thought about adding a 'negative' to using these extra taxmen? (EVERYONE loves to pay taxes..) Is there a way to put a decrease in morale, or prestige, or whatever, when a settlement starts sending out the sheriff of Nottingham (err... tax collectors) to increase government monies? Just wondering. Great job!
Yes, +1 for turning off auto new troop designs. Typically, when I research a new weapon, armor, the display does not update until the followig turn. So, if I want that bow, etc on a unit, I must create a new type. Then next turn, all the 'saved' versions of that same type clutter up the window. Anyone sle have this happen? BTW, thank you for answer about retiring unit types and actual units ...
I feel strongly that unit types need to have strengths AND weakness. This creates opportunities for choices: tactics, strategy, best use of resources, etc. I feel strongly that archers should be restricted to leather armor, at best, no shields. Intelligent use of them requires a combined arms approach. Different types of units designed/trained to fight in different ways. This opens a whole area of tactical decisions. Interesting choices (as Sid Meier relentlessly
Oh, an addendum to previous post. Wild hores/warg tiles. These have a tiny bit of water, just enough to care for the 'herd.' Now, de veloping the tile introduces several things. A source of potential food (the animals), a tiny bit of water. And the old 'guns or butter' tradeoff. (Guns = military use of resource, butter = domestic/ civilian use of resource.) Do you train the anmlas for use as mounts (which consumes their food every turn), or do you add
I agree wholeheartedly. I really enjoy EWoM. I see it going in a very good direction under SD's development. However, I imagined a world that was an "after the holocaust" type of place: A vast wasteland. It is too easy to generate food. I know many players ask SD to add more food. Irrigation was added. Mods add food (fisheries, for example). BTW, I use fisheries, and i am happy players make mods to implement their vision of what Elemental's wo
one question: when you retire a design, does that destroy any units you built that have that design?
ver 1.09 darklings, contrary to the memo on their cardds, are very susceptable to 'offensive' casts.
Just read in another thread that this is happening like dozens of times in same game. Not my experience, but it does seem to be a bug. So, lets hope SD kills thses bugs. And introduces the ideas of 'pretenders' appearing ocacionally...
this is an awesome thread. I love seeing the ideas played out here. many fit together so well. SD has its tactical battle set up already designed: right here in this thread! Using movement rate = AP, combat speed = initiative, setting a "round' based tac combat unit acting queue, conditional commands, and then adding the overwatch concepts: will create such wonderful, and exciting options/tradeoffs in battle. Now all we need are pole weapons t
ravenX> what I have seen looks awesome for 'evil' players. Quick question: have you done aything with the spells? Specifically, I am thinking that the achilles heel of the faction (in EWoM) would be the low populations, and the low number of 'dead' remains to reaninmate into skeletons/zombies. Is this tied to population in general, or to thg 'ancient battlesites' and recent battles. What I am getting at is the something that FfH did: make each SOV
Oh, I thought this represented the 'escaped' young heir of the faction I just conquered seeking the possibility of a return to power. Its always one of the king/emp's I have conquered, and sometimes has another unit riding shotgun. Whats wrong with it? It might not be the prince' but a pretender to the throne...
Excellent ideas, but how will this affect the 'road building' aspect of EWoM? placement, and upgrades?
Hi Grunge> I love so much of what you have done with custom weapons, armors, etc. I havn't downloard any yet. Question: are these visuals only, or do they have custiommzed stat (attk, def, etc)? BTW, some of your items give EWoM a real post-apocoloypse feel. Eli - look out!!!! (smile) Thanks...
I had a caraven survive an attack from a wolf. rare, every happen in your games?
Kiwi> Thank you for the info. I wasn't sure i had installed the mod correctly. The only other game i modded was(is) obivion - and that was very complicated. Appreciate it... and I do like the stables...
Its a pain to wait. when you entered in your key code, did yuo not the difference between "zero" and the letter "o." On my PC, thay sho identically: I had to enter the code six times, trying various permutaions (zero/o) - it took on try six.
I hope customer support can help you. I had a very different problem -how to update EEWoM on a PC not connected to the web. The gentleman in customer service, who i leave leave nameless, was probably new. he suggested I "try" . Anyway - I finally broke doen and purchased broadband for my PC. expensive fix - but a fix nevertleless. I had no problem at all registering and updating my EWoM. So, please be paitent - it is worth the wait
Pasha_bigdog wrote: "September 19, 2010 9:40:06 PM <div id="ctl00__Content__RepeaterReplies_ctl04__ReplyBody" class="tex
"September 1, 2010 11:55:29 AM As another side note - I'll totally do a tutorial on custom wall creation once I get a chance, if someone else hasn't already done one
Hi... I loved your idea. I installed your mod. BTW, this is the very first, and only mod I have, so far, actually, installed. Played the game. The new 'building' did appear. I built them. They showed "horses produced: 0" I did have a wild horse tile improved, as well. I was able to train mounted units. Questions, please: do the stables produce horses even if the message says "0?" Perhaps I installed the mod incorrectly?&nbs
Mother of all quests, complete this and a "new" faction flies in and bombs your enemies with dragon ...
October 1, 2010 4:52:24 PM I hope Trebuchets dont show up in V1.10
I don't know how to mod the code (yet anyway...) But I am a good writer, and love good stories. Quest could have more text, and tell a story as avatar progresses through quest. I just finished helping with the english translation/playtest of Nehrim (German total conversion of Oblivion / TES4.) And I have some free time now. Shall we plan some epic quests and storylines?
Swerdyass wrote: "Initiative = units current ‘combat speed’ (as in current code) The reason i don't want this and instead everyone has an equal base initiative(before modifiers) is because basing it off combat speed would make mounts and archers godlike. They would always get to go first and get more attacks which would be devastating to balance. <div class="Article_Qu