Monsters tend to wander sqaure to sqaure. However soemtimes they will specifically go after a unit. I have seen them go specifically for outpost/monuments many times. Cities is more of a wander randomly into the tile. You are forgeting one aspect of the game. If a city is destroyed then that tile is not usable anymore. So basiclaly the AI would simply send anothe rpioneer to the next available tile and so on. You would end up with huge areas the ai can not build i
boredpeon
I know what he means by city locations. So basically you end up with a 12 square bare area between two cities if they are in the right position. If you can only see eight squares past your city, it will appear there is no location to buiild, but there was. You just can not see the city stopping you from building in that location. As for the super monsters. I perfectly agree. There is many occaisions where the monsters are an extreme pro
Beta 2 had the sovereign start in the founded city, or at least the option. Not sure why it was removed. I have to agree it is quite annoying to have your sovereign kicked out after founding and lose the movement points because of it. Have not bene unlucky enough for losing the founding city to a mob on the first turn though, but I can see the possibility.
I miss the archer range from the EWOM. Then you could at least hide the wounded or non-combatants in the back. Now all missle weapons are ICBMS so there is no hiding.
Well part of the reason a unit will dart off into the woods is because the path finding avoids going through a city. As for canceling the undesired movement, by the time you notice it is too late. The movement points and turn is wasted. undo a move would be nice but that creates exploits with loot squares. Changing the city hub to a few squares does not solve the problem. It just gives less chance for it to occur. <
City pathfinding is bugged. If there is not enough space in the city for the moving army it will not pass through the city. instead it will plot a path around it. This is one of the most annoying things ever. In order to fix the problem I have to make the army in the city or cities along the path move elsewhere leaving them undefended. It also causes units to take a route that can literally circle most the continent in order to find a path that is not blocked by a
Last I saw the triat did show when you examine the unit, not mouse over.
Monsters appearing on a mountainside where the terrain not accessable. When a Elemental Shrine is absorbed into the city walls it places itself into the building que. If canceled the Shrine is lost. Crashed when I clicked on the Magnar faction name in upper right corner on the power display. Clicking on Talk with Magnar unit causes immediate crash. Clicking on talk with Magnar city causes immediate crash. Foreign relations speak to
It is a common occurenc ewitht he wolves appearing in unreachable locations. If they are in your territory you can cast damage spells on the tile. If you want to make them move then place a pioneer nearby, they will leave that tile to get the pioneers.
I think the only annoying one on the list is the lack of diplomacy options with the AI players. It is also the only thing I have seen that crashed the game. I ran the game around four or five hours straight this afternoon without any crashes. It did have the tactical hanging from counterstrikes quite often after it ran a while, which you could just hit quick resolve button and solve that. I think i was also able to load previous games (correcting tactical errors, unwante
Monsters appearing on a mountainside where the terrain not accessable. When a Elemental Shrine is absorbed into the city walls it places itself into the building que. If canceled the Shrine is lost. Crashed when I clicked on the AI faction name in upper right corner on the power display. Clicking on Talk with AI unit causes immediate crash. Clicking on talk with AI city causes immediate crash. Foreign relations with AI speak button also
Warlock is a VERY simple game compared to most of Paradox's other games like Hearts of Iron or Europa. Hearts of Iron is so complex it takes weeks to learn the basics. It is based in the Majesty world. Something Majesty needed, a bit more control than flag dropping. I played all the Majesty games and it needed a bit more control than flags. It will do fairly well but will only be as sucessful as the Majesty games were. Although Par
I was playing and this just occured to me. If you can create and destroy land, create and destroy mountains then why is it you can not create rivers and forests? If a spell to create a forest or river was possible it would be a solution to the upcoming single tile city changes. This would give the player the ability to bring the resources to the city instead of sprawling towards the resource. Forests and rivers would also help to create lost bottle
[quote who="weregamer1" reply="3" id="3126541"] Hmm, I think you are overinterpreting a consequence of your playstyle. Since I play a lot of TB 4X games in this vein (Civ X for all X, MOM, MOO, etc. etc.) [/quote] Awww you felt the need to share your gaming history. I have played turn based games since Civilization was originally released back in the days of Amigas and 286s. So you can leave the bragging and penis comparison of what games you played outside
Almost every game I have played I rarely get to hire more than one champion. I have played dozens and this is always a problem. The AI always seems to have at least five or six every game. There is two main problems. 1. All the champions that spawn near me belong to the other faction. 2. The other factions buy them up before I can find them. Probably something to do with that unlimited gold cheat they have. The only time I was ever able to get extra champ
Customization overwriting has always been there. At any point in time you select an item that covers the same area as an item already worn then it removes the old item. As in, if you pick out clothes, then select a robe, all your previous clothing choices are gone.
I like the 1 tile idea because: 1. It would allow more cities on map. 2. Close cities would not stunt growths, as in can not build that close to another city. I dislike the idea because: 1. Cities would have a harder time getting woods, river, coastal bonus tiles. 2. The lack of being able to protect resources. One of the main reasons people sprawl cities is to absorb the r
Ya know as much as I bitched, moaned, and complained about Elemental:War of Magic it does not compare to other bad releases lately. Sure it had bugs which caused constant crashes, but autosaving every turn kinda evened that out, just sucked reloading. Multiplayer was not available, big deal, marketing shows only 10%-30% of strategy gamers even use multiplayer for most strategy games. Even though it had major problems and crappy graphics you still wanted to play it. Through it all Stardo
The saved game issue is a semi-rare occurence. It depends on how long the game has bene running. most likely a memory leak. I find it easiest to jsut make a notepad file on the desktop and tab to it when i find something. Then after a week playing I send it in.
End Turn button stops working. Forced to restart game. Previous saves does not fix it. Severe hang time on tactical battles if you chose defend and pass. Delayed casts not going off if there is a severe hang time caused by defending. Sovereign occaisonally appears not wearing clothes or equipment, and no head. Forced restart. Enchantment sparkle effect left behind on units previous squares during tactical battles. User interface bar for unit options dis
Stick to manual building. Auto build would basically make destroying them when at war innefective. Unless the enemy parks troops on them it makes it pointless to destroy them. Meanwhile it should have been the other way around, the player should have to protect them. The player should have to put troops to protect them, having to rebuild them is the penalty for not protecting them.
What happened to the game being improved? I decided to give the game another shot with the latest update. Not really much difference than when it first came out performance wise. The AI spams ogre units that kill any unit every three turns of tactical combat in one shot with savage blow. See bow entry below. Archery still so far up the technologoy tree it is useless. Seriously who wants to wait acouple hundred of turns before they can make a ranged unit? Yes, I know crude
Go find the folder containing the info and delete the folder/files of the named faction.
Has to be beach square. Be warned thoug,h jsut because there is a beach square and you can build the harbor does not mean your ship can go anywhere. I built one in what looked liek a good spot only to find out my ship could not leave the square in front of the harbor.
I was hoping 1.08 would fix enough issues to keep me interested in the game. Nope. Instead it has broken the game to a point I do not even want to play it anymore. Along comes the children all grown up, finally have units with a decent mana regeneration to make the magic usable. Then after almost every fight all the casters mana gets reduced to 0. No mana means now I have to sit there for a dozen turns doing nothing to get mana back. Next fight, mana goes bac