RomanGuy

RomanGuy

Joined Member # 3457054
32 Posts 80 Replies 502 Reputation

Yes, I would like peasant militias to add a few units when a city is attacked. It would be logical and realistic. [e digicons]:thumbsup:[/e]

7 Replies 7,200 Views

I managed to complete the damsel in distress and marry her, but I can't complete the rescue the knight quest, the knight is still around in all my games, even after going to all my cities with various unit combinations.

18 Replies 5,681 Views

No it is not always for the third city, though for my savegame it will always be the third city. I have looked at other posts in this forum about crashes when people build a city in general, be it 1st, 2nd, 3rd, or 4th city. Something must be wrong in the code for founding new cities? I have read others mention certain resources, like iron, may be the problem. Anyone know if it's true or what the problem is?

3 Replies 1,080 Views

I tried to build my third city next to some marble, iron, and a fire shard and it crashed after accepting the name. Linky: http://dl.dropbox.com/u/5133204/Elemental/Bugs%26Crashes/Elemental0_298-2010-04-09T19-06-45-986.zip

3 Replies 1,080 Views

I understand what you are saying. I don't know what the devs have planned, but this game is going to need some sort of race/culture system. It would be stupid to conquer a city of another race only to have the game immediately treat the people of that city as if they were the same race as yours. We will have to see what sort of system is developed, if one is developed (I hope).

45 Replies 111,836 Views

I was also thinking that if you have multiple coastal cities that all have harbors, then if one is besieged it can't be taken by starvation, only by directly assault, unless the attacker gains naval superiority. This would represent supplies coming in by sea.

5 Replies 6,166 Views

Sorry for making you write that wall of text. I meant that the unit would have ranged and melee attacks based on what weapons you give them. Slings, bow, and throwing weapons (javelins, axes, daggers) would give a unit a ranged attack, while a sword or axe or spear would give a unit a melee attack.

23 Replies 76,499 Views

Does anybody think this may be solved by splitting the attack value into a ranged attack value and melee attack value? I don't know if this is planned, I'm just going off of the current system.

23 Replies 76,499 Views

Yes but my point is that given the current turns per year and the distance travelled per turn, maybe five tiles if you have the right upgrades, seems unrealistic. It seems to me that someone could travel further in two months, which is the number of months per turn, than that allowed in the game. Just my thought about the current system.

24 Replies 13,761 Views

Watching my sov age I think I found that six turns equals one year. I noticed some problems with that. First is movement. It takes many turns to even travel across a valley between mountains or forests, which means sometimes many years. In two months my sov should be able to travel much further than that. Second I think the years pass way too fast. I have managed to play long enough to have children and they don't seem to last long enough to becom

24 Replies 13,761 Views

@onomastikon- You are right, you can choose which weapons your soldiers have. So far, however, there is no way to give a soldier multiple weapons and I don't know if it was planned to be implemented, as there is only one attack value and not split into ranged and melee attack values. I just want soldiers equipped with a bow to also have a melee weapons for hand to hand combat.

23 Replies 76,499 Views

I don't know if this is implemented yet, or maybe it will be, but I suggest giving archers secondary hand to hand weapons, such as daggers or light spears. It always looks kind of dumb for archers to be shooting arrows into an enemy hitting them with a sword. They should also be able to carry a small shield, maybe along another research path than regular infantry weapons, along with special archer weapons like a short sword. This should help keep a balance because the

23 Replies 76,499 Views
Reply to Siege Warfare in WOM Ideas

[quote who="Scorpiana" reply="24" id="2569840"] As we currently have the option to build a siege workshop, I would find it very strange if we wouldn't be able to directly assault the walls. Why have siege engines without implementing a real siege? [/quote] My worst fear is that the sieges will take place similar to regular land battles with abstract bonuses to the armies based on the defender's city defenses and the attacker's siege engines. Nothing the devs

31 Replies 97,737 Views
Reply to Siege Warfare in WOM Ideas

My main worry is that siege battles will just be land battles with an abstract bonus for the city defenses or that they form into battles outside the gates that determine the fate of the city. Such an implementation would seem to be takng the easy way out and avoiding all the special battles situations that make siege battles so fun. I also see a special circumstance in besieged coastal cities. Coastal cites with harbors would have to be assumed to be receiving s

31 Replies 97,737 Views

I said this in another post. As of now, the major reason I feel pressured to spam cities is to take advantage of all the resources that I find. This could be helped by allowing us to build a unit that could go out and build outposts that harvest resources and send the resource back to whatever city you want, maybe by building low level roads. That way you could even have one massive central city surrounded by outposts feeding resources to it, which of course w

16 Replies 16,081 Views
Reply to Siege Warfare in WOM Ideas

@Lavitage- I do remember Frogboy saying that attacking part of the city attacks the whole city. It makes me wonder what exactly he has in mind. I do agree with the time limit I think, as long as it is meant to translate to how long the turn took or something, otherwise let the fight finish. However, the attacker should have to eat artillery fire, that's just part of assaulting fortified positions and castles. The attacker would have to start the battle out

31 Replies 97,737 Views

Yes I would like the ability to construct outposts or small towns for the sole reason of transporting resources back to cities. Right now I feel pressured to spam cities to take advantage of all the surrounding resources, which is not realistic nor very fun. I was thinking of maybe a unit that could be buildable in major cities, like a caravan or something, that could go out and set up outposts next to resources and then send the resources back automatically to whatever cit

6 Replies 5,606 Views

I can't tell exactly when it happened. I was off exploring and the window for a son being born came up. I think I was able to click the window to change the name but I couldn't tell before it crashed. http://dl.dropbox.com/u/5133204/Elemental/Bugs%26Crashes/Elemental0_295-2010-03-07T20-25-30-314.zip

0 Replies 434 Views
Reply to Siege Warfare in WOM Ideas

I have to say that I hope something that makes siege battles unique is developed. Sieges are supposed to be epic battles that take place as the attacker tries to drive the defender off the walls or break through the walls, then battles in the streets, and eventually battle for the keep/citadel. I would be extremely disappointed if sieges are only regular land battles with a bonus to defendors for the walls and a bonus to attackers for siege equipment. Thats not

31 Replies 97,737 Views

Well, this was my first time playing the game as a new tester and so first problem. I had just right-clicked to move a unit, my scout unit, onto a dragon statue and CRASH! Linky: http://dl.dropbox.com/u/5133204/Elemental/Bugs%26Crashes/Elemental0_295-2010-03-04T16-40-42-95.zip Love the game so far![e digicons]:grin:[/e]

0 Replies 423 Views