great! I don't think it's just the AUTO saves thought but ANY saves. But goo to know (keep up the great job guys, this game deserves it)
Black-Knight
Nope not sure actually, I consider it random since I can't figure out why or when, but maybe you are right (makes no sense to me though).
Agree, it's not a bug, it's clearly intended but it is a lazy way to conceive those minor factions, since they could be a lot more interesting if their territory had various special bonuses to offer (at least different kind of units, other than ogres). Also they should be a lot more powerful, and theircities should be able to grow once conquered.
It's just an animation bug, we see units in groups (teams etc.) die (disappear!) before they get hit.
Bug: Sovreign Gets Experience Points From Battle He Did Not Participate To - Apparently Random frequency
By entering a city and walking out of it a stack could be projected several hexes ehm... 'squares' further than its movement would allow.
If this is intended it is wrong, since the units in the city may end their movement that way, thus ending up outside the city while they were trying to defend it... Especially ridiculous when considering that they coul have been attacking a single champion who could have simply escaped from the battle and whom coud then simply conquer the city the next turn. [e digicons]8(|[/e]
Great I finally have that unit that took 16 turns to create! I save I reload that save (the very turn the unit is "born" and voila' the unit is not there anymore ...But after all who cares... since that bad guy that was next to my city is not there anymore either!! [e digicons]:w00t:[/e]
I am not even active sexually at the moment... Who cares about karma!! eheheh
WOW it's either too early in the morning here in Rome, Italy, or this is one of the most brilliant posts ever written... Problem is you can show off the beautiful graphics when you sell your products, but it's much harder to sell intelligent AI, so that's where the priorities end up. I wish the developers were doing that more often. I have a feeling that Stardock is honestly committed to bring us intelligent games, and I certainly wish them to work on ideas like these and find a way to prove
Com'on be on topic, I'll make my 1000 000 posts later... (but maybe more)
IMO Charisma which influence the hiring of champions should a value belonging to a faction and not just to a specific hero, meaning that the charisma of the heroes of a faction should be averaged: added and then divided by the number of heroes belonging to that faction. That would introduce another point I am trying to make, which is that when heroes escape from battles they should lose some charisma thus contributing to the idea that the faction is a faction of cowards, which would increase
Agree but random damage is OK, all attack spells do look the same though, which is annoying in a game called "war of magic".
Let's suppose the game was bugless and worked (HAHAH) ...Hey I love this game so forgive the irony please :p - and start talking about its strategic faults: It's just full of exploits of all sort! For example: One of the sovreign I created has the ability intimidate. Well In 90% of battles the enemies are scared shitless (even elementals) and they just stand there waiting to be killed, dopn't move, don't even react when attacked. I even won the last battle like that, t
1) If you want to make a realistic wargame learn from the bees: HEXES - (if you have a bias against wargames go to play CLUEDO : squares just make no sense period. ) The devs obviously must be completely ignorant about the huge tradition which lies behind turn based wargames... which brings us to the subject of this post. Battles are boring because the devs
Sorry double post
Agree Janusk is a poor concept, especially since this game manages to randomize characters so well. Also I mostly play a fallen race and I am starting to get sick of only being able to hire human champions. Those may be minor issues but need to be addressed.
As the game progresses the game auto creates units like for example "the scout" or the "baron" which are offered as a new alternative to the one already possible to create. Such units are supposed to be generated based on the new improvements available (armors weapons etc...) and can be modified. Well, by modifying those units one notices that the armor they are given do not exist and are more powerful than what they are supposed to be, in fact by switching to an improved version of their arm
It happened to me too with the 5 pieces selected in the sovreign item menu. By entering the forge instead with the 5 pieces deselected the quest was completed and I won the game.
Agree with the post title, those things need to be personalized. I hate for example when there are so many shards that the top side of the interface becomes just a stripe of shards. the other day when I was playing I couldn't even read how much money I had because that number had been pushed out of the screen by the senseless line of shards (but are we supposed to count them? Why not having a number next to them to see how many they are!!??)
This is agreat game but there are indeed a lot of intended options which make no sense. (another is a map made of squares instead than hexex, just because the developer is allergic to... bees... or whatever reason. But that's different thread I guess)
I forgot to mention Age of Wonders 1 had to insert an optional "leader off" game system... because they also realized that destroying a faction because the sovreign was dead was just silly. In other words well after the game came out they decided that it was possible to play it also without the "sovreign" In AOW II things went differently, leaders (wizards) would respawn in their own city if there was a wizard tower built. That may seem like a similar system to this one, only that in
HAHA all very true! Also did you notice the MIGHTY... familiar? Yeah, You can just imbue three heroes, each of them can produce one familiar, now you can have the sovreign and a group of heroes running around and attacking anything with the absolute certainty to inflict 80 (!!!) hit points of damage on turn one on every battle before the enemy can even blink (OK they have to reload mana occasionally) An offensive magic approach is way too powerful in this game because units don't just
My unit is in the city it has one movement point left and when I click on an enemy who stands right by the city, the stack walks out and stops there without attacking. Having them being able to attack groups next to the city (either preserving their movement points or not) would help solving also another issue. That one by which in certain situations units outside a city become impossible to attack if there is no free tile (meaning non-city tile) next to them. Attacking units in such way from
This game needs a Play By E Mail mode and needs it BAD. I am stating that because the PBEM system is what made Age of Wonders Shadow Magic so successful (I used to be a very active member of the AOWSM forum, where the the developers used to come and interact with the members). The only thing that makes AOWSM a little more right for PBEM is that characters in AOWSM have a little more movement so that one is almost sure that every turn something happens. Also that makes AOWSM games last about 1