tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

[quote who="Wizard1200" reply="18" id="2828976"] Quoting tjashen, reply 14Shards from your chosen element generate 4 mana a turn. 'Neutral' shards only generate 2 mana. Opposite shards generate 1 mana. Casters that subsequently choose another school of Elemental magic will increase the generation rate of Shards from that element by 1 Mana. So a formerly 'Neutral' Elemental shard would generate 3 mana, an 'Opposition to your originally chosen school' Shard wo

23 Replies 74,856 Views

A followup to my earlier post about learning multiple schools. Say you are a Water specialist, and can summon water elementals. You subsequently learn the Air school. This allows you to summon Ice Elementals (the air cools the water). Just thought I'd throw that out. On the Shards being not useful, under 1.09n, all shards are now useful, as they all increase the Global Mana regeneration rate, and once you've learned Shard harvesting you can har

23 Replies 74,856 Views

I have a Sovereign in the opposite corner from my kingdom on a large map at the moment (she's been on a ruin & kingdom/empire finding spree). The thought of making her walk back just seems, well, not fun! Definitely missing the teleport at this point.

3 Replies 3,013 Views

One way to implement this would be to have the spell pull up something similar to the trading screen, where you scroll thru available targets until you see the one you want to cast the spell on. I suggest this method as the trading window is already ingame, and already cycles through all units/heroes in your square and adjacent squares, so it should be a little easier to implement. Of course, being able to click on the round icon of said target in your stack to pick the spell

12 Replies 6,372 Views

I was looking at my turn counter, and of course noticed the Seasons notation. I remember a post earlier about someone saying they'd like to see seasonal effects in the game. While I think he was thinking more graphically oriented (snow, leaf color, etc.), this gave me an idea. What if each season had a minor effect on spells, and perhaps gave certain creatures bonuses? Example: The Elements (Earth/Fire/Air/Water): Spring would give a

6 Replies 3,975 Views

I still think this would be a useful feature. It's nice that the unit 'tab' button skips you through all the units that haven't moved yet. It'd be nice if the City 'tab' button at the bottom skipped you through all of your cities that have either the production or training cue open, instead of having to have both of them open for the button to take you there. When you have a lot of cities, this becomes a chore currently. It only takes a few clicks to go through all o

0 Replies 489 Views

Verifying that I've seen the same problem. The button only works after you've added something to the inventory for that hero/sovereign (via shop, ruins, trading, or combat). For now, the workaround I use is to click on the character portrait, then click on the 'equip' button or whatever it is in the character info card. That'll get you to the inventory. This becomes necessary as I like to know what equipment I have on hand before entering the shop and end up

4 Replies 24,706 Views

I just want to echo everyone else here. I've posted my suggestions and observations in other threads, but want to make it clear that I am very much enjoying the game and even in the 1.09n beta state (where bugs and problems should indeed be expected), I think you guys have done an awesome job, and can't wait to see the final result! Keep up the hard work guys! Of course, I liked the game at launch too. It's been generally getting better ever since, and I also very mu

6 Replies 2,949 Views

Being able to designate group leaders might be nice. That way, you can choose who is getting the booty in advance, without having to go through the 'trade items' dance later. Also, just because a hero is the highest level, doesn't automatically make him the best choice for leader - especially if the charisma of the group leader ever becomes a determinant for hiring other heroes.

4 Replies 5,692 Views

True Gwenio, but you also have to take build time into account. If I can get a 2 point baby library online in about the same time as a study, and the population cost is appropriate (say 6), then losing 4 tiles isn't that important to me, at least in the early game. Again, it comes down to how much it'll cost me to build it. Plus, if it ever DID become an issue, you could always decomission it later, freeing up your tile count for something else. AND, if resou

35 Replies 13,283 Views

I have to agree, bows are overpowered. If it wasn't for the other changes in 1.09n (archery ranges, expensive bows), it'd still dominate the game more than they already do in 1.09n. As it is, scraping together the money for a bow in the early game delays my use of the bow, and I wasn't able to get those bow units I used to buy about immediately (my kingdom does archery). So the early game is definitely more challenging now, especially with full strength monsters to contend

13 Replies 7,406 Views

[quote who="Gwenio1" reply="12" id="2829377"] Quoting tjashen, reply 11 Making Lost Libraries rarer is fine, but I think we need smaller, less rare versions as well (kind of like the variety of food resources). That way, we still have tech boosting resources to help balance the equation. In my current game I've found A single Lost Library, after exploring about half of the map. It was a ways from home though, and I had to break up a stack of un

35 Replies 13,283 Views

[quote who="seanw3" reply="19" id="2829419"]I think you should institute your own patch then to fix the stats how you like them. Just go into the xmls and make all the stats upgradable and then set an amount and cost. I was playing that way before when the glass cannons phenomenon overtook my desire to play unitl 1.1[/quote] Well, I can always 'revert' to pre-1.09n, when stats worked the way they did before, but of course with all the problems... I LIKE t

55 Replies 23,251 Views

Now that I've slept on it, it's nice seeing other points of view on this. Well, before, I could make a super speedy character that could crank out a LOT of less powerful attacks, or make a more powerful character that only had 4 attacks/action points in combat, but they were Doozies... Or, I could make a very speedy scout hero by dumping points into movement. Or a Mana specialist that could fire off a LOT of spells from his ample mana pool. Or a character that

55 Replies 23,251 Views
Reply to Crashes in WOM Support

I'm seeing some general slowdowns as well. My memory usage (2 gigs installed) is usually in the 95%+ percentile, even after the system virtual memory reduces Vista memory overhead to around 500 megs. In my current game, I finally went the cloth map route, and am seeing less crashes. I'm being stubborn, though, and since I want to complete the current game, I ended up overwriting my saved game from the really rocky part. If it continues, I'll save it to a special file

2 Replies 1,017 Views

Derek, This is awesome! It's nice seeing a Changelog for an upcoming patch in 'real time', so we know what's being addressed currently and know what's being fixed, and not waste valuable posting time complaining about things that are being/have been fixed already. Oh, and you seem to have been a great addition to the Stardock team. Thanks for choosing to become a Stardock employee!!! I'm sure you are basking in all the talent you have at your fingertips at th

152 Replies 91,727 Views

I'm seeing the same thing. It's kind of nice at first, but once you have 30,000 Gildar in the coffers and nothing to spend it on due to lack of resources... I haven't been getting THAT much loot from battles and sites though. My cities are really cranking out the Gildar for some reason... Might be those 3 caravans per City I'm now taking advantage of. If this is a COMMON midgame situation, I'd suggest toning down the ruins/battle loot Gildar

7 Replies 3,287 Views

A quick update. I came across a stack of 3 Heroes and 2 Champions. When I recruited the stack, all three heroes were succesfully recruited, and the 2 Champions went neutral. This is the first multiple Hero stack I've seen ingame, so based on the limited evidence, this bug is apparently (still?) limited to just Champions...

2 Replies 1,950 Views

Making Lost Libraries rarer is fine, but I think we need smaller, less rare versions as well (kind of like the variety of food resources). That way, we still have tech boosting resources to help balance the equation. In my current game I've found A single Lost Library, after exploring about half of the map. It was a ways from home though, and I had to break up a stack of units into blockers to keep Capitar and Tarth from claiming it before my improved Pioneer (designed wit

35 Replies 13,283 Views

I like your idea of picking two Elemental spheres in character creation. This gives me another interesting idea. Each element has an 'opposite', with the other elements being 'neutral'. For the purposes of this idea: Fire and Water are opposites. Air and Earth are opposites. Life and Death are obviously also opposites. btw, does the 'Death' school get to summon undead? Haven't seen this ingame as of yet. Shards from your chosen el

23 Replies 74,856 Views

So I've been playing around with Elemental the last couple of days. I'm liking a lot of the changes. City construction is a lot more interesting, and I'm liking the new spells. However, I feel like eliminating the 'secondary' stats (move, combat speed, essence) is a step in the wrong direction. I often put points into Combat Speed, so my heroes would eventually get more attacks/actions in combat, and having to decide on boosting Essence or Strength, for example, wa

55 Replies 23,251 Views

I've had this happen a couple of times now. I find a stack consisting of a hero with two Champions as escorts. The recruiting price is high (600+ Gildar), rather than the usual 200 gildar range. The hero joins my faction, the two Champions go neutral. The game dialogue does indicate that I should be hiring all of them. I'm posting this in a separate thread for clarity purposes. People are getting in the habit of posting individual bugs, or responding to t

2 Replies 1,950 Views

I like the 'must build cities at least 5 tiles away from a nearby city' rule. That being said, I think that once the cities are built, this limit should be reduced for the additional structures in those cities. A 1 square buffer between cities would still be needed, so maybe a 'you can not build improvements within 3 tiles of the center tile of a nearby city, or within 1 tile of any other city' limit would be a way to handle this?

107 Replies 1,035,324 Views

[quote quoting="post"] There are a lot of UI improvements, one of my favorites is the city idle popup. You now get warned when a city has nothing let in its queue, and you have the opportunity to jump right to it. [/quote] One of my pet peeves right now is the fact that the 'find cities needing something to do button' at the bottom of the screen only takes you to cities not doing anything. It'd be nice if that

259 Replies 774,350 Views