I just got my copy and I'm surprised to see the number of horrible horrible bugs in it. The AI is not better than Elemental's (i.e. pretty much useless without heavy cheating). There are graphic/performance bugs as bad as Elemental's late-turn-slowdown. The balance is not the best either (Bushido just pwns all). Of course there's also the good stuff and I do enjoy the game, much like I enjoyed Elemental when it came out. But like Elemental, the initial excitement will wear off and the
db0
While the latest update is a step in the right direction, I get nowhere near as good a rate as I should have. I'm getting a moderate 25 FPS with some medium sized cities on the screen, at the lowest graphical settings. If I get some AA and shadows in, my FPS go to 14-18. Please continue working on this Stardock. With the lowest graphics, a system like mine should be getting at least 30 FPS everywhere.
Brilliant. FPS issue improved finally. Now I get to drool for 8 hours while I wait to get home and play. Your patching times are completely brutal to me Stardock! But I'm glad you guys finally put this out. This is where 1.05 should have been imho. Now we can finally start playing the game.
Still no patch. I haven't played the game for one week out of the two weeks I've had it...
[quote who="nsikr" reply="344" id="2747991"]Just got a new system with an ATI HD 5750... the game runs amazingly now on all graphics turned up to the top.. What a difference... I can play it now![/quote] Really? Have you tried building a few big cities and checking the FPS while hovering above them?
The saddest thing is that I bought Elemental which got my interest up agani for TBS games and because of the current state of the game, I've ended up playing GalCiv2 and the Dune Civ4 mod instead.
[quote who="I Intrude" reply="329" id="2746844"]Ive had two devs today tell me that there will not be a fix or patch for this today (Monday).[/quote] I'm disappointed. I was hoping that by today at least we would have had an update on the most problematic bug for most (all?) people.
[quote]It is purely unbelievable how much they could put into a game. It's like they thought about every single things they could imagine in a fantasy setting and managed to put it into the game. Magic, monsters, artifacts, standard units, heroes, races, buildings, magical roads, alternate world, really awesome global enchantments... [/quote] I honestly don't see MOM ever being remade with newer graphic at this point. The complexity of it is just immense and trying to recreate this wh
[quote]If you want a strong accent on RPG elements and tactical battles, then AoW SM with mandatory BNW 3.2 Mod is the best Fantasy TBS out there. This mod is as important for AoW as FFH2 is for Civ 4. [/quote] I'm intruiged. I've played the original AoW:SM but I can't imagine how a mod could make as much of a difference to AoW as FFH2 did to CIV4. I tried to find some descriptions of it but the stuff I found only mention that it makes heroes more important and battles harder. Can you
[quote who="Shterzer" reply="129" id="2744106"] Summoning Summoning must be done in a city that have a Summoning Circle Summoning Circle can be researched from the Magic Tech tree Summoning Circle requires at least one Crystal to be 'linked' to a city (within the city area of influence) Can only summon creatures related to a 'linked' Crystal Create a high level spell that can Teleport a Crystal to the area of influence of a city with a 'Ma
Hmm, I've taken a break from playing EWOM while waiting for this bug to be fixed and I've been playing GalCiv2 in the meantime. I've noticed a very similar bug there, specifically that when you have a lot of ships in the screen, the game loses a lot of frames. At some point I had something like 6 large-scale ships on the screen, along with some smaller ones, all in all, around 10-15 models. My FPS dropped to 13! And this is quite an old game. I don't know if there's any relevance, and
[quote who="Simsum" reply="15" id="2741581"] One addition to the combat mechanics proposed in this thread I'd like to see, is a reworked morale system - including the ability to & consequences of disengaging. Warhammer too does this.[/quote] Yep. That is also part of my idea. Morale should be tied to squad losses and performance as well.
[quote who="Wauthan" reply="12" id="2740905"]Archers can't retaliate to melee attacks as it is. Having shields providing a defense bonus against ranged attacks sounds like a good idea, with the bonus increasing with shield size.[/quote] Honestly, I find this silly. Archers should be carrying melee weapons for melee and should be able to fire ranged weapons in it. Furthermore there should be big penalties for units trying to disengage from combat (so that archers don't simply move one
[quote who="shadowtongue" reply="9" id="2740846"]https://forums.elementalgame.com/393123 A similar system, though incorperating a fatigue stat to allow for better differentiation of weapons and armor. Also gives additional perks to groups, and allows for additional techs to be introduced to fill out the tech tree (at least for warfare) and provide specialization in different forms of combat via research. The WH system is fine for
[quote who="Tomasp3n" reply="7" id="2740789"]Loving it, makes me think of the old days playing Warhammer 40k. Maybe double all armor values against ranged attacks, otherwise they would get seriously overpowered. Nice idea, I would absolutely try the mod. Tomas[/quote] Ranged attacks should absolutely be powerful. However to avoid making them imbalanced, training archers should take longer.
[quote who="Archonsod" reply="72" id="2740523"] Quoting db0, reply 68 I'm also very surprised you guys didn't pick it up in the beta. How could you miss this? Because it wasn't an issue in the beta. Either it's something they brought in with the release code or it's a question of scaling. I went from perfect smoothness in the beta to grinding to a crawl in the pre-release. Though that's just about gone now with the patches.[/quote] The you probably don't
[quote] The fallen Town, for instance, clocks in at 97 objects, many of these being dupes that get batched together. Unfortunately, we don’t start fading out objects until the ‘Mid’ zoom level...right before the cloth map is enabled (at its default value), so even zoomed out pretty far we’re still displaying all 97 objects when we could probably get away with 40-50. So while there’s no ‘silver bullet’, improvements across these ar
[quote who="rancmiller" reply="1" id="2738734"]I think this is actually good... Can you make it into a mod?[/quote] Dunno. That's what I'd like to know too. Don't know if the things I need to modify, are modifiable
@brass1983: I already mentioned this in the OP [quote]This is the basic form of combat. Squad combat will be similar but rather than making just one attack roll, you will make multiple. For each attacking member of the squad, you will roll one Attack. For each succesful Attack roll, you will roll one Damage roll. For each succesful damage roll, the defender will lose 1 HP. Obviously if it's a defending squad, each succesful wound will kill one of their members.[/qu
[quote who="samurai160" reply="1" id="2735832"]Previews? Isn't it time for reviews? [/quote] It's an older article. It was posted Aug 23.
[quote]I can't believe that it's at the core of the engine or something like that. I guess this issue affects everyone?[/quote] What I can't believe is that such a widespread and disruptive bug wasn't caught during the beta, especially with so many people pointing it out.
Sigh, this means that there's even less tactical complexity in battle. This is sad. All that's left then is to link here
I thought of posting my own alternative but it's so vastly different than what we have now that I think it's impossible to expect it from Stardock. However I'm curious to see if it will be possible to have it as a mod. Check it out
At this point I believe that Elemental combat would have been far better if it had taken some hints from tabletop miniature games which are designed to have simple rules without needing a lot of calculations on behalf of the players. Things could (and still can) be more simple while still being deep. It's too probably late now for such a major modification to the core rules, but I hope that something like the following system could be implemented as a mod. Please let me know if you are
[quote who="AnjinSan1966" reply="268" id="2737513"]The alt-tab issue is really irritating,spelleffects vanish,dmg numbers and other text to.And finally it crashes.....back to square 1. [/quote] Have you tried playing in window mode? It's practically indistinguishable from full screen at the correct resolution (it has no borders) and alt-tab should work natively.