[quote who="MOIISKA" reply="13" id="2799208"] Quoting Frogboy, reply 12In v1.1, mana gets stored and has no mana cap. Thus, a cost of 15 isn't that big of a deal then.So, if I understand you correctly, mana becomes something like Gildar? You start with a base amount and every turn you can store it? Where? How? So there will be no upper limit? Something about this seems like it will be a giant game breaker.[/quote] (Not a huge game breakers in itself, since wizards will still be l
Black-Knight
[quote who="Frogboy" reply="12" id="2799178"]In v1.1, mana gets stored and has no mana cap. Thus, a cost of 15 isn't that big of a deal then.[/quote] While that is probably a step in the right direction (at least something we have seen working very well in other games, like AOW) I am a bit afraid regarding teleport since it is an issue that I feel is particularly determinant in encouraging superstacks doing all the work. A mana pool where units will swim freely with that teleport aber
[quote who="Cervomix" reply="9" id="2798695"]Great list ,spotted most of them too. About Teleport; Why not avoiding abuse by permanently removing mana to the caster ?[/quote] HAHAH If that's the only way to kill it where do i sign? :p It would still be a brilliant medieval wargame! No really, teleport is a very powerful issue, one that can change drastically the gameplay. Having it as an option would alllow to have two distinctly different wa
[quote who="Frogboy" reply="6" id="2795002"]Yea, one of the big things I'm noticing in our internal v1.1 build is how much the population as a resource allows the player to control the pacing in the direction they want it to. The reason for this is because in v1.1 you can build multiple barracks, multiple workshops, multiple studies, etc. But all these things require people. In Elemental v1.0, the player really doesn't have a lot of say over the progress of t
[quote]stfu about teleport. do you realize how annoying you are? [/quote] Thank you, after all that work, all you have to say is something like that. When the game is balanced you'll have many armies and you won't have to use one stack to (jump around and) do everything, which by the way is something all wargames struggle to avoid. I don' use it of course, but in Multiplayer it will be (ab)used.
In the Total War games champions (called generals in that game) by spending time inside a cituy gain attributes that specialize them as governors better traits are acquired in those cities with specific schools bad traits are acquired when spending too much time in rural cities or in cities very far from the civilized world. Because of the mechanics of this game I suggest a similar situation, where the champions could be specialized as governors by making them study specific traits once
That would definitely be a great thing to have! The AI heirs now are pretty much stuck in the capital doing nothing while mine are my toughest heroes.
Are you playing version 1.09?
This game is a RPG, a city SIM and a Wargame. It has the potential to attract people who are oriente toward any of these genres. I'd love formations but it bet certain people would be bored by the concept of doing things that slow down the pace of a game that is already slow. I think this game neep OPTIONS to do all sort of stuff, no single direction is the good one. But yeah, I am a wargamer and since now the combat starts to have a form I agree that we need to work details l
RED elements are new 1 09 First of all I play an empire faction on a vista64 system IMPORTANT: MOVEMENT GLITCHES 1) Units still exit cities from the wrong side occasionally (maybe because the final destination is shorter if one does not consider the terrain) example: a city on the left a mountain on the right. the only way to reach the destination behind the mountain would be to exi
[quote who="Tridus" reply="19" id="2793661"] Quoting Black-Knight, reply 9 I have played AOWSM since the day it came out in 2003, before I played its 2 predecessors AOWTWT and of course the first one, AOW1, also from the day they come out. The time one takes to play a turn largely depends on the size of the map, but I can assure you than after turn 50 on a XL map turns always take more than an hour to play (for the winning side that is...) I've played them all too, and I think
Yes I like it, reminds me of Total War (which also call that "trade routes"... coincidence?)
[quote]Games with strangers can work, if you find the right ones. If you want to see how it works out, stop by http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=t&fn=25[/quote] Exactly, guys if you like this kind of games and have never tried to play by email, go for it: you are in for the ride of your life! units that move sthealty around woods, watchtowers that get destroyed to allow armies to advance unnoticed... Spells of all kinds used in challenging ways... You ca
[quote]A top level difficulty which is unbeatable would keep players like me interested in the game indefinately. I'm not a "cheater" or "hacker," I'm just looking for a personally challenging game to play: challenging = fun, non-challenging = boring. [/quote] Agree totally, and that is usually addressed in modern games with multiplayer options. In Age of Wonders the longevity of the game was not created by improving the AI (which is decent but in the end, solves it
First of all I would remove the word "ridiculous" from the list of options: it is confusing (for a long time I thought it was the easiest setting, since being the last setting available in a rotating list it also is the one that comes BEFORE the easiest setting). Besides, unfortunately, it is indeed ridiculous at the moment and not in the way it is intended! Everyone I heard making an argument about chess being so "hard" to program ended up agreeing that programming a chess ga
[quote]I want "Fallen" race heroes[/quote] Funny thing to say for a "hobbit king" but I completely agree!!
[quote]So... let's invent the (working title) astral gates.[/quote] No, let's not.
[quote]AoW:SM has gates and teleports. Why do you keep insisting teleport is a sci-fi thing? Because it's used in Star Trek? It's the least scientific thing about that show... it may as well be magic. Proper science fiction - I mean Clarke, Asimov, Heinlein, Dick, Robinson, etc as opposed to pop sci fi like Star Trek, don't use themes like teleport because they try to stick within the realms of scientific plausibility.[/quote] Having one unit beamed up by Scotty would be already annoy
This game is slow, way too slow, unless we create cities everywhere. That is because only with many cities we seem to be able to put together in a reasonable time a large number of units. Enough to cover such a large map. I understand how out of frustration several players seem to tend toward teleport as a solution to cover the map, but that IMO would only create different problem, other than being completely unrealistic and completely break the wargame experience.
IMO the only thing the cloth map needs is to make roads visible
If fly gets ever introduced in this game a race of flying humanoids would be great. They should be fast but not too much. They shouldn't be able to wear an armor or not be able to fly if they do. The negative bonuses should be introduced because they would be very powerful (for avoiding forest and mountain negative bonuses) The problem is that whatever negative bonus they had, by using them one would still be able to recruit Sions Darklings and such, therefore
[quote who="nOObonian" reply="36" id="2792537"] brings to mind an important point: Why are they called Moon Gates? What do they have to do with the moon? Fist time I saw Moon gates were in the Ultima games and then in Ultima online. There were a number of moon gates around the world. When you stepped in, your destination would depend on the phases of the two moons. You had to look at a map and figure out the phases required to take you to your desired location. Was
[quote]People that have never coded before should never speak about how easy it is or isn't for a computer to do something.[/quote] Fair enough, except that most of your points are also true for regular movement, not just for teleport (where, when, prorities etc...) [quote]portals that can be found and you don't know their destination like in HOMM[/quote] I think that would be even more of a mess. If My game starts and I am close to a teleport I would just quit and res
A single dominant strategy with teleport: Send a few pioneers around, get as close as possible to enemy cities, build a gate teleport the one and only superstack! Not to mention the defense of territory: no need to keep units in cities anymore: superstack would take care of that too: realism DEAD!