Black-Knight

Black-Knight

Joined Member # 3831966
106 Posts 365 Replies 752 Reputation

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

6 Replies 7,374 Views

Not sure if it is reproducible or not, I will check that later. Anyway lots of bug seem to happen when one saves and reload the game. For example bonus movements are not considered and armies just created in a city are not there anymore (disappeared). with [1.06] I noticed that sometimes I had extra money when reloading a game (not sure in this version), mines or location which had jus appeared that very turn disappear and and so on. Looks serious to me.

4 Replies 1,126 Views

1) Units with bonus movement by saving and reloading start wit the standard 2.0 movement points. example: a character on a horse has 3.0 MP, I save the game I reload such save and now the charachter has 2.0 MP. 2) units ending up in the same square with others reset their movement points or that to the other to the lowest factor, disregarding the fact that that they could still be moved separately. example: I end a unit movement in the same square as another, now both have 0.0 MP. and

1 Replies 3,392 Views

I am playing a large game I am around turn 350. I own so many shards that I can't se anymore how much money I have because that number has been pushed out of the left side of the screen. Also it ended up overlapping and half covering the first of my characters on the vertical list on the left of the screren (resolution 1900x1200) I suggest that only one shard be visible for each kind with a number next to it, indicating how many of them I own. (If I can add something my feeling is tha

0 Replies 480 Views

A spy can cast twice a spell that talkes away10HP from all enemies, put ten o them together and you have an army that when attacking destroys 200HP from each enemy on the battlefield in the very first turn. They are cheap and quite easy to get. Suggestion: limit the number of spies one can have and greatly reduce the damage they make, or change their ability completely. (reducing the range of their attack would help but they would still be lethal n great number.

10 Replies 4,829 Views

OK, but I am talking about "teams": a technology you can researh in the conquest\warfare tech area: meaning your hero can go around with several groups or either 3 9 or 12 men regrouped into one unit. Those groups if they lose one of their men are supposed to reenlist more men while on friendly ground, instead they start doing the opposite: they lose them all until they become single-man-units. (not sure if that was clear sorry if you had already got that)

3 Replies 837 Views

I love this terribly buggy mess: underneath there is a great game :p The worst bug for me: When you buy a team of units or groups made out of more men, once they get hurt (lose units), instead then regenerating (recruite more units), while staying inside one's territory they lose more and more men until the whole group is reduced to one! Really nobody noticed that??? That is messing up the real feel of the game to the point that

3 Replies 837 Views

This is a very good post I hope the guys at Stardock see it. The worst bug for me: When you buy a team of units or groups made out of more men, once they get hurt (lose units), instead then regenerating (recruite more units), while staying inside one's territory they lose more and more men until the whole group is reduced to one! That is messing up the real feel of the game to the point that even the AI sometimes can be seen running around its territor

23 Replies 12,231 Views

With the appropriate technology it is possible to "train" units to make them fight as one, is it also possible to merge several similar soldiers which have been created separately? How? Thanks I am going crazy!! (by the way the game is amazing... really too many bugs for now, but amazing)

3 Replies 2,272 Views

Hey everyone, can anyone tell me if and how you can merge units together in order to make them fight in groups? I figured out that you can train the, already regrouped, but if they are separate units I am not sure whether you can actually forma

222 Replies 633,427 Views

There is also a possibility to let the sovreign (and heroes too?) flee a battle, by using a "random jump" teleport spell. It should be something that cannot be exploited (did I metion I hate teleporting\teleporters?) - Using such spell the sovreign could be able to just jump away from a fight and then end up a few hexes away, on the strategic map, after the fight (could work like an eject seat of sort). That could result in some pretty funny situations which would call for example for a retri

238 Replies 563,227 Views

Again, the mortality of a sovreign should be proportional to the size of his empire. It's the best way to avoid abrupt endings when things are going well for an empire. That could be implemented in several ways: special buildings in town, or an extra "life" for each town owned... i don't really care how they do it, let the game designers use their creativity, it's their game after all; as a forum member I feel I can be way more useful with my experience as a wargamer to balanc

238 Replies 563,227 Views

[quote who="KellenDunk" reply="23" id="2396548"] Unfortunately, "a chance" tends to translate into "reload until I get the result I want" in this kind game. (and most computer games, really) Not if it's seeded in such a way that you will always get the same result within the same game, no matter what. *At least for things like this*[/quote] If the sovreign dies while attacking, a player can always reload, if the death hapens while the AI is playing it would still

39 Replies 24,838 Views

As I posted somewhere else, the mortality of a sovreign should be proportional to the size of his empire. Maybe a sovreign could respawn if killed as long as the player has some "temple of life" build in some city somewhere else. For those like me, worried that the game would is destined to become a sovreign hunt: no point in hunting the leader if you don't know whether he will be able to respawn.

238 Replies 563,227 Views

[quote who="Raven X" reply="14" id="2396128"] Quoting Black-Knight, reply 13 I'm not talking about a "Sovereign Hunt" either. This is for when you kill an enemy Sovereign. This thread is about what's left after they're dead. Alright it is not about teleporting, but the left over armies if they just 'magically' disappear, that is certainly an invitation to go straight to the leader, instead than fighting a military campaign! Exactly. Which is why you

39 Replies 24,838 Views

[quote]One problem that I see with substitution is that you will then have some dread knights running around with mithril weapons and some running around with iron weapons. This would be a bad, bad thing imho. So maybe a is the better option after all.[/quote] I agree with Draginol that option C is the best, but the above point should be addressed: IMO the incomplete Dread Knights should "run around" with a marking that makes the player realize their weakness, but should also be auto-

123 Replies 356,951 Views

[quote who="Rishkith" reply="105" id="2396040"]The sovereign should not be a recyclable unit you throw into battle. I like the idea that he is a super unit that is also game losing should he die. Afraid the game will end when you lose him in battle? Don't use him, as some AI players shouldn't either. YOU play the sovereign in the Elemental campaign and I like that it ends there. It makes the game tactical while rewarding risk without punishing defensive gameplay. That to

238 Replies 563,227 Views

[quote]I'm not talking about a "Sovereign Hunt" either. This is for when you kill an enemy Sovereign. This thread is about what's left after they're dead.[/quote] Alright it is not about teleporting, but the left over armies if they just 'magically' disappear, that is certainly an invitation to go straight to the leader, instead than fighting a military campaign!

39 Replies 24,838 Views

This is in fact a continuation of the "Sovreign hunt" argument. It is extremely annoyng to see an epic scale strategy game become a one man hunt, and if after the leader is dead all his armies also disappear in a cloud of smoke, nothing but really nothing will really prevent players from just rushing and killing the enemy king: they won't even suffer a retaliation the turn after!! In Age of Wonders there is a setting that can be selected at the beginning of the game to see if the AI is

39 Replies 24,838 Views

[quote who="Tourresh" reply="34" id="2393982"]*rewrites half written post on seeing NTJedi saying pretty much what I was typing* Anyways eems like there's a whole bunch of all encompassing teleport hate here, but almost all the talk seems to be about full army teleport systems. Smaller scale teleporting is basically the same as flying, but it diversfiys units thematically and also allows for some fun combat quirks. Having a unit that teleports 5 spaces instead of walking

40 Replies 20,302 Views

[quote who="MatBerryman2" reply="29" id="2393588"]FFH2 had a rather eligant teleport system- well a renamed "air drop system". But what you did was you allowed only a single soilder to be moved between a single city. For example I can teleport my ogre from Avaton to kinator, but now I can't telleport my uber hero from Avaton to Shamila. This gave a useful troop movement system, but one which couldn't be used to make my cities "untakable". Anyway I'm sure there are

40 Replies 20,302 Views

[quote]It is possible to balance teleportation and have the AI properly take advantage of it. HOMM5 had teleportation, and it was balanced quite well.[/quote] I liked HOMMV and yes there were teleporters, but I only liked the campaign where everything has been planned by a level designer and not by the random map generator, also it's single player and I would have probably hated to see someone pop in my empire without me being able to stop him or destroy the damn gate! Can't

40 Replies 20,302 Views

Hi, as the title explains I am curious about the options one has at the beginning of a game expecially for the RMG. several games of this genre allow for example to choose the map size, how many cities will appear in the map, how many sites holding treasures, how many teleporters (assuming there is such a thing peppered around... cough... cough). Hopefully all players will also be able to personalize their avatar signeur and something about their armies... Anyone who is playing the be

4 Replies 5,221 Views