I just had to throw away another game sixty turns in because there is no place to make a second city. 14 tiles west, 8 tiles north (coast), 12 tiles east, south is coast and ocean. Not a single location to build.This is getting old investing time into a game only to find out you were screwed from the start. I am not talking about bad locations that are only 3/3 build sites. I am talking about the inability to build even 3/3 city. The lack of places to build n
boredpeon
Hopefully they make the palace building into being your capital. Considering it is a 1 per faction building. Then make it so you can move the capital by building the building in another city. Something you build should determine the capital, especially if you lose yours to another faction. Better yet say your inital settlement is like a 3/3/1 and you find a 5/3/3 later. Obviously the 5/3/3 is going to make a bigger city and it would be nice to be able to relo
It is a conflict between production needed to build item and the mimimum amount of turns to build the item in que. If you have enough production in a city you could technically build the item in one turn. However the game makes it a 3 turn minimum to build, so you waste two turns of production overproducing that one item. So when you rush production what happens is during thsoe overproducing turns if rushed any left over production units are refunded to you in gildar. Remove the
If you have no shortage of mana you can build your own roads and have the tech to make roads to outposts. Basically you create an outpost then disband it. It leaves the road behind. It should not be that hard to create a spell that does the same thing without creating/disbanding the outpost. Kantoks post above wiht screen shot would still have the problem of a crappy road, maybe. It chose a bad pathing because the road placement is using mov
If you read posts in the forums you would see this is a common occuring problem. What happens is the factions are not loaded when you load your save. Then when you hit end of turn it crashes because there is nothing to beloning to that AI. The easiest way to notice this bug is if you have met factions and they have disappeared from the power list. If you could actually see their territory before and when the game loads the cities are gone th
Give a governing ability to the hero that only works if the unit has not moved. If the unit uses any movement points then it does not get the xp for that turn. OR Make a special building for governing, one that only gives xp to a unit with the governing trait. I agree that you need to have something for leveling governors. Under the current system you end up having to take adventuring traits jsut for survivial. Then ocn
It is a known bug about factions disapearing. Usually when it disappears the game no longer plays becaus eit crashes at the end of the turn. If you look at your load menu and the toolbox lists the factions left alive, then they do not appear in the game.
You missed a few points. The min 3 turns is also the cause to the gildar exploit with high production cities. Basically what happens if they can complete it in a turn they get to convert two turns into gildar giving gildar for rushing production. With call to arms spell or the ability to rush production with gildar it makes no sense to have a min turn production. I find the 3 turn min annoying as well simply because it defeats t
I had a similar issue. The issue was the game would crash because the factions still left alive in the game did not load. The only work around is to find a previous save that loads properly. https://forums.elementalgame.com/429477 [quote quoting="post"] When a bad save is loaded sometimes information is missing from the UI (discovered factions disappear from the power rating list) or the ledger (relations rep
[quote who="joasoze" reply="12" id="3209032"]My biggest worry is that the world is getting tame. I want to be beaten down if I overexpand. I dont want to just build a building (on the outpost) and be protected from all peril. I wish there were a slider for moster dangerousness or something like that. I want monsters to take undefended cities sometimes.[/quote] That is exactly what I am looking for. Something that prevents easy expansion, but not so overwhelmin
A couple games ago I watched the AI run through the middle of a forest full of monsters and steal two heroes I was unable reach due to monsters being too tough. The AI ignored the monsters and the monsters ignored the AI. A few turns after the AI passed through my territory into this forest the AI sent two heroes it hired (so I lost the chance to hire two) back north through my territory. So between the non-existant AI/monster relations and the fact the AI passed through my t
From my experience and what I read on the forums the monster distribution system needs an overhaul badly. Point one and two being the major issue. point three is more of something to do besides kill AI late game for xp, fighting the same army types repeatedly for xp gets boring. 1. Monsters being exteremely high level at start of game preventing or destroying expansion. 2. AI unaffected by monsters aggression and wandering. 3. Lack of monsters late game.
I have to agree with the monster problem. Early game it does not even take something as deadly as a dragon to ruin a decent start. Even a cave bear can tear through three militia units guarding a city. Then of course because the city is destroyed that location is no longer able to be settled (which makes no sense.) Last few games it has been umberdroths causing most the problem. Even a hundred turns (on epic) into a game it is dangeorus enough to rip through a whole a
Faction failed to load upon loading a saved game. The load menu shows the faction being alive, but doe snot load them. Game ender because it causes immediate crash end of turn. Has something to do with the quest the bard summons a dragon, Dragon Song. Was able to load a game many turns before I did it and the game was fine, played up to the point I summoned it and it happened again. I saved before summoning however summoning that turn I saved changed the the game saved 10 secodns prior to doi
Nah the problem with Homam 6 was in the fact patches had to be written for each downloading company, ie Steam, Impulse, gamersgate, etc.. I had the Impulse version which had quite a few people who had the same problem of when you finished scenario #2 of map one it would not progress to scenario #3 of map one. That was not even the first issue either, the first being I own an Nvidia card and some idiot programmer did not fix the flashing cursor bug for Nvidia owners. I mean really, like N
At the time it came out it was a extremely flawed at the time. However I have bought worse since. Stronghold 3, even witht he latest patches it is a pile of crap compared tot he first one. Heroes of Might and Magic 6, $50 for a demo version, game would not progress from the first episode. That is jsut two examples, there is far more out there. Most companies do not take ANY responsibility for their product which is wrong because of softwares no return policy. Stardoc
Most of you probbaly are not even old enough to remember it but Populous had terraforming. It was also usable by the AI. It created a big pain in the ass simply because the AI would create paths 1 square wide to cross large bodies of water. Terforming does have the limitation of being only usable in your territory. However with the ability to spam outpost it becomes irrelevant. The other flaw in terraforming is that the tiles created are not usable for settling purposes.
Removing the repeated messages would help too. If a stack of units moves at same time to the square you get a message for each army in the stack for destroying the same resource. Either showing a location of where it was destroyed, similar to a monster in territory message would be best. Especially since if it was an outpost destroyed then a message for an undeveloped resource in your territory would be useless, since it is no longer in your territory. &nb
I had a game today that the showed some insight into the problem. The AI built a town near some monster lairs. Creating a town auto removes the lairs if they ar ein the adjacent squares, but not the monsters. So then the monsters all left his territory and went straight towards my city six or seven sqaures away, which we alreayd know the monsters ignore the AI for the most part.
Well there is a way to sorta manually make roads. Create a outpost by spell, it places the road, then you scrap it after. So why there is no game mechanic to do this directly is puzzling.
On eof the reasons you may not see heroes with death magic is: #1 it is a rare trait, probbaly maybe three heroes tops with it, just like life magic. #2 the Ai hired them. #3 the opossing faction encountered and killed them. The AI will kill unhired heroes fo the opposing faction.
I prefer the digital downloads to be honest. You can not break or lsoe a CD, you do not lose the book or case with the registration. I was a great customer of Impulse. Used to spend $20-50 a month on games through Impulse. Then Gamestop bought them out and the customer service went to hell. I got shafted with Stronghold 3 (original EWOM was in better condition), got a refund after a few weeks. Took that refund and got Heroes of Might and Magic 6, somethign was wrong with the gam
A spell that removes multiple enchantments instead of just one. Could also go with a version that will dispel one or all buffs as well.
I think people have forgotten that the AI will kill heroes of the opssoing faction before you can hire them.
Honestly the governor high end traits are pretty useless. You will not ever see them. Sitting in a city at 1xp a turn, and even if you have the adventurers hall (if it is the city you built int in), 2xp a turn. You will not gain enough xp to get the high end traits. It will require too many turns and you are forgeting traits available are random. The randomness alone kills most the chance you will see them. Now you could send the champion out adve