Hello Frogboy, et all. May i suggest this relativly simple adjustment to the battle screen, changing it from a one side moves, then the other, to a round system. Following that I have added some other items to flesh out -enhance the round system. Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotm
ElanaAhova
I don't know how to start a topic, so frogive me if this is niot the correst place. I'm new to this forum stuff. I have played several marathon games of EWoM, and I have a IMHO well thought out suggestion for FROGBOY, the DEVELOPERS, etc re: fixing the tactical combat problem: Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotment. One side acts, then the
Sounds like the 'twins' really don't like one another. When you put them together, they spend all their 'free' time caasting annoying spells at each other.. and have no mana left for RL. (LOL, just a fun back story...)
untimate elemental wrote: "Thanks for the update. I hope multiplayer won't suck up too much of your resources. The main thrust of the game is single player and their are still bug fixes (out of memory crashes), ui improvements, ai improvements and balancing issues + magic system improvements + combat system improvements that need to be done. I hope those areas get the
Another idea to alleviate first strike might be to have each side (AI issue here) give general orders to its units, (dig in and defend, assault, volley approaching units, etc.). and only allow user it change orders according to a frequency based on initiative,battle leadership skills, experience with leading battles, etc. If Multi-user game sever gets implemented, this would also be a handy way to do battles. basically, the idea is that in
The idea of initiative for each unit would be wonderful. The overwatch concept sounds like it would add a great deal to tactical decisions - like it. Also, saving some cavs to opportunity charge? Also, the idea that higher level spells take progressivly (longer / more action points) to cast. And the caster's current level (how many above cast spell level) may shorten cast time for that spell?
My workaround has been to post units to remove fog of war from the route. Ideally, some sort of optional escort that acompanies / built into caravanb(s) is 'historical' model. Wish we could assign units to 'patrol' as well.
Yes, I love your ideas. may i suggest additions? Placing a child of the soverign (a royal) in a settlement improves some aspect(s) of the settlement (deprednig on abilities of the royal). Also, over time, (if settlement is kept safe from raiders, etc) creates/strengthens a loyalty bond to that royal (and their heirs). Should that royal be married into another soverign's line, then 'attacking' (not defending against) that soverign 'might' have co
marrying Janusk produces 'crappy' kids? Guess that depends onn what crappy, means. My soverign usually does this, andthe kids are awesome mages... yes, HP, etc are low... so keep them nehind the lines, and equiped with bows, for weh nmana runs out. Never waited for 'better' Husband material. Who have you found to be better at making 'better' children? What are their states like? thankls
yes, i finally worked out a way to get the building built where I want - and nbot have the map 'jump' under my cursor. Bring the zoom in so the city graphics are very large. then take cursor and put on over the intended site- dead center. have the site centered in your window/monitor. click fast... almosty laways works.
I updated on sept 20, and did not find any roadmaster traits... where do i look for this, please?
As of sept 20 update: Dynasty tree in many games , not all, get screwed up, and soverign is shown matched with a cradle circle. Seems to happen more often when soverign has royalty trait. One game, (wish i had saved it) had soverign married to one NPC, but in description, soverign was listed as "betrothed" to another npc. suggestions: Cloth map - set a toggle switch to temporally remove seeing units so user c
I have been reading the posts here for about a week now.... and the prrimary suggestion I have for the developers is to create a USER CUSTIMIZING PAGE: allow user to personalize MANY options in world about to be 'created' which soverign abilities, etc, will be avaliable, and at what cost. what spells will be available and/or 'unlockable' as game progresses, and cost of each specific spell. cost of units, cost of equipment... number
Another suggestion for ranged comabt units: archers, would be to create additional techs up the tree that 'unlock' improved bows, catapults, arbulesks (spelling?), etc. Also, allow archers to pin units they fire a volley of arrows / bolts at, IF the defender uses its "armor" -ie, defender uses heavy / metal armor to block incoming fire, it then loses movement and attack for next 'turn' or "two turns." Price of using heavy armore, shileds to block ranged f
I agree with you. Certain tile improvements (besides resources) should be allowed anywhere (maybe not mountains?) inside area of influence. Watch towers seem a likely candidate. BTW, improving a resource also lifts the fog of war around it....
When i am not playing EWOM (ver 1.0x = Cd from store), I keep trying to get stardock to allow me to patch and register my EWOM throught some other method. I do have my key number... but no real help from customer service so far....
I suggest one addendum: allow the self teleport to allow, say thoree or four individuals to poer with the caster.
Is there any way for me to patch my EWOM without using impulse? (ver 1.0x is really buggy crashy city) OR, could i just put the whole game on a portable hard drive, update it via impulse, at a public web accessing PC, and take it home, and move the updated game to my PC hard drive? anyone ,please?
About the land tax issue. If you want to avoid paying taxes every year on the lad, get an "alleuvial deed."
Oh and the bare skin against the armor, especially on those hot days, patrolling out in the desert and sun...
I would suggest several different teleport spells. Basic: self teleport (castor only). Party teleport (say, for discussions purposes: castor + up to 9 individuals (3 char + 6 soldiers / mix and match). Army teleport castor, chars, and soldiers, unlimited number...) Obviously, each one is more expensive, and harder to learn.
So, how do I get patches for EWOM?
Your characters can remove their armor, and the topeless men are 'interesting' so, what is the fuss all about? When wearing armor, it looks like armor. When in a safe place, casula rules. Its already in the game.
and it makes the horse warg resource more valuable...
One observation: These settlements are not 'cities,' like in MOM or Civ. They are 'settlements, with tiny populations. It takes a long timie just to get to viollage. EWOM is played on a different scale than those other games. Thats why the unique city tile system is so interesing, and i hope is not removed from the game in favor of a miore traditional approach. maybe I am better off playing ver 1.0x.. ?