I know this isn't something that can be done soon, but maybe for an expansion or even sequel: When a city (with walls) gets attacked, the usual tactical battle map spawns, with no obstacles at all. Ideally, a wall would have gates which themselves had hitpoints and created choke points for the attacker. this way, a group of archers would be a way more suitable defensive party than right now. If you know age of wonders, that's the kind of tactical battles that wh
Oranisagu
Arrows fly extremely slow, the whole animation seems to take about 5 seconds (until I can trigger the next attack). Optimally, the overall animation speed should be changeable in the settings, but quicker arrows alone would be great.
I can't really tell when its happening, but I've observed it quite a few times after loading a save. My sovereign had 36 essence at one point - then, after loading a save I just had 32. By now, a few saves/loads later, I've got just 22 left.
I'll have to bump this post as the issue still persists. Every time an update is rolled out, the prefs.ini is overwritten and thus my settings get corrupted by the default. maybe I wasn't clear but the game is not usable in this flickering state, I CAN'T even change the resolution in the options menu, as I can't find it just guessing around. the screen is just black and every few seconds the game screen flickers in, and disappears again within a few milliseconds. its enough to see wha
as already mentioned by others the whole fixed changing behaviour on some turn seems extremely limiting. While adding other restrictions like cities owned etc might make it more interesting, it still lacks a bit I think. I'd prefer, if behaviours where stackable. and their start/end depends on certain events. an example: default behaviour would be finding a nice spot and building a first city. once that has happend the behaviour ends (ending condition is something like 'cities
it was the premade red guy.. relias or so? but this is exactly what I'm talking about. while a trait or profession should have some influence over such an important stat like moves, currently this is completely off. the starting stat should be higher (so to be at least usable) whilst goodies, traits etc should increase it by a maximum of 50% at once.. and moves is only an example, the most obvious one at that... if a starting stat is unusable and a single potion can boost it to a multiple of
while I know the balancing isn't done (or even started) yet, i found this 'problem' to be more of a design question than pure balancing. I've had 2 games: - game one: the first 3 Items or so i found where dex potions/books, increasing my moves. this way I just conquered the map before my enemies even build their 2nd or 3rd cities. I gobbled up all the potions and books from the goodie huts, making me faster, with high defense and lots of damage. whilst I still couldn't kill a
regularly as in always and thus regularly or as in often but regular? ;-) I haven't checked it yet as I assumed the tab is just nonfunctional yet, but maybe it is working under certain circumstances?
The peasant sitting on my conquered city can't be killed. I fight him time and time again, victory everytime, but the unit remains on the battlefield.
scrolling out seems to work fine mostly, but scrolling in doesn't at all. I have to scroll the mousewheel like a madman to get 1-2 zoom levels.. the bug affects both, but scrolling in more so: one 'turning interval' of the mousewheel should lead to 1 zoomlevel in/out, but sometimes it just gets skipped. for out I'd say every 2nd one gets skipped, for zooming in, only every 5th to 10th works.
I can't take new quests - the game states I've already 3 active. but there aren't any yellow locations and I've no young nobles or maidens or whatever with me. I did in fact have some quests involving nobles/maidens but the character disappeared. at first I thought I've just returned them to where they belong, but maybe I didn't - which is why the quests were still active. this only leads to the question, where those npcs went =) anyway, I couldn'
yeah, title says it all. I clicked the 'quests' tab in the kingdom report and ctd.
well, the problem still exists (as far as I can tell exactly the same behaviour) with 1z3. had to set the desired resolution manually by editing prefs.ini even though I don't think its linked to my specific hardware, my dxdiag can be found here: http://macros.dyndns.org/elemental/DxDiag.txt
well, the where to find question seems to be answered perfectly. didn't think about that, I still have my AOW:SM box displayed in my book shelve ;-) @Sweryd: the campaign was very doable. even though every enemies main city still had such an uber-monster with extremely high initiative (first to strike) which killed most lesser units with one hit (and yeah, this one hit usually was even against all targets).. ;-) but: it wasn't necessary to kill the protector (I th
ok, I might be a bit off the time frame you asked for (ok, way off) but for me Age of Wonders 2 was always one of the best turn-based games. It's 2D art was never state of the art but its kind of timeless - drawn art in games seems to endure much longer than 3d which looks outdated after a year. in my eyes this game still waits for a worthy successor (I hope elemental could be that) and apparently I'm not the only one as there's still an active community making maps etc ;-) on
the default solution of 1024x768 leads to a flickering screen which stays black for seconds to turn on for a split second and then turn black again. its impossible to adjust the settings blindly, the only way to get this to work is by manually adjusting prefs.ini to the current desktop solution (1920x1200). system is win7 x64 with a nvidia 260 (please don't ask about the exact model, I'm ashamed to admit I forget that all the time and am to lazy to look it up *g*)
After playing for a short while, I couldn't end my turn anymore. ora ps: wasn't sure which version 0.30 exactly is, since there just was an update I assumed its 1z2.