I think limiting them as a resource is heading in the wrong direction. There needs to be [b]realistic[/b] advantages and disadvantages to using mounted units and upkeep costs need to reflect expenses in caring for mounts. Unfortunately, because of the relatively small size of most tactical maps, some historical advantages of cavalry cannot be simulated. Integrating something realistic and satisfying within the limited bounds of the current tactical system will be difficult in my opinion. Howe
Grogtank
[quote]the system in Age of Wonders (in this specific aspect, including the move and shoot rules) was pretty good[/quote] I personally feel archery in Age of Wonders was it's biggest weakness in tactical combat. I actually very much disliked how it was handled. Not being able to shoot over anything was simply far too restrictive. I can perhaps understand not being able to shoot over your own units at an adjacent enemy on the other side (without friendly casualties) but this isn
I would be in favor of adding these items but not at the expense of items we already have. Just make new items and change some item names if needed. If it were my decision, I would aim to double the number of items before launch. Some of this would be having actual one handed axes and two handed swords, perhaps polearms with a new mechanic. The rest would be filling equipment gaps and unique items.
I agree. I love games that have a huge number of unique units. The same can be said of items as well. I played Dominions 3 far too much precisely because it had so many interesting units and items.
[quote]Nevermind the fact that "noob" is extremely derogatory and could, quite frankly, be taken as a personal attack, which is *probably* against this forum's rules.[/quote] What a noob.
It's a magic backpack. If nothing is placed in the backpack, it makes you lighter/quicker!
[quote]These are very good tips i personally will be trying out. But i have couple questions. 1. Do you mean i/we should make the first set of spearmen before doing any city upgrades? 2. Wouldn't making a pioneer first to set up a second city asap be better in the long run if/when possible without disturbing any monsters? How bad is the unrest penalty on productivity/study/growth anyway? Haven't found any specific numbers f
Left click!
I should add that when using ctrl+n, pay attention to where on the map you are. If you have water on two sides and are close to the edge of the map, you might be on a long snaking peninsula with little chance of finding a good nearby second settlement location. ctrl+n again! Keep at it. You will find the right balance eventually and this will help you enjoy the game more.
A lot of this is luck of the draw. The map layout and starting positions to be more precise. I play mostly expert or ridiculous AI and sometimes they will expand quickly but other times slowly. Some tips: 1. Use ctrl+n if you get a terrible starting location. Get yourself at minimum a 3/3/2 starting location. 2. Design a basic 3 traited spear unit. Constitution, Ironskin, and your choice of offensive trait. Fill up your first army with these. 3. Use Enchanted Hammers a
Title says it all. I have been toying with playing teams trying to find a balance that feels right. Mostly 2 vs 3 with expert and up AI's. It would be nice to know what my ally is up to so I could actually play as a teammate.
1. There is another use for horses and wargs that should be implemented. Allow heroes to trade items between each other from anywhere in your empire. The cost would be in wargs or horses (your choice) for the item courier to use as he runs back and fourth. This would happen instantly (within the same turn) since each turn is a season. 2. I also like the idea that a unit made with horses or wargs is a size smaller. Very good idea. As it stands now there is no reason not to build every
The same thing happens with the Storm spell. The lightning will appear over one unit but a different unit will take damage or die.
Since .80 I've been crashing every 5 - 10 turns. I did a clean update of my GTX 580 drivers with no change. Still crashing. I will email my debug.err and LegendaryHeroes_....zip (seems this includes the debug.err?) but I'm not signing up for a service and downloading outside software to get these files to you guys. The .zip's look to be only about 3mb. Too many hoops for me to jump through. Sorry guys. PM me or just tell me in this thread if you wish me to email the .zip o
Still very hard to see on the grey and green backgrounds. I didn't realize anything had changed to be honest.
You can delete a character you made by right clicking the portrait but I think you mean custom faction. I also have problems deleting these. Occasionally they have remained deleted for me but it's rare. What I started doing was just creating a new faction using the same name. The old one with that name gets overwritten.
[quote] While I see your points, I still disagree with the idea that manual setup is the best alternative. Especially when I think about manually placing each and every defender in a city attack[/quote] Manual placement is for purists like me. I've seen it all all over the last 25 years and I know what works and what doesn't. I don't want to deal with the inevitable flaws in the code logic that comes with auto setup. The option for auto setup would always be there to use o
[quote who="mqpiffle" reply="72" id="3344275"] I will. I was just frustrated when the server didn't save my OP update the other day. And I've been playing the game a lot lately. ^^[/quote] My apologies then! I will smash a server with a sledgehammer tomorrow in your name!
It doesn't look like mqpiffle is updating this anymore.
[quote]This is my favoured solution.[/quote] How could this possibly be better than having a setup phase prior to combat where you place your troops where you want them? A placement phase allows you to form your army however you want before combat. [quote]"Aggressive" - "Defensive" - "Disperse" - "Flanking"[/quote] With a setup phase you place your units where you want them within a zone. The size of your armies placement zone can be a simplistic n
I'm of the opinion that road building needs to be more universally available. It should be available to any faction that builds a scout with the trait. It's just too important to not have and because of the way auto roads build, the game can be a bit frustrating at times without road building.
I have noticed this as well.
A tactical setup phase is the solution here. There is no need to reinvent the wheel Stardock. There is no need for clumsy pre made formations. Being able to setup your troops prior to combat is simple, logical and and practical. It represents a commander telling his troops where to line up and avoids the obvious AI placement flaws. The option for auto placement should be on each pre combat screen to speed things up if the fight is expected to be easy. The armies overall initiative and
I can see you put a lot of effort in to this but there is an easier way to accomplish much of what you're asking for. A tactical setup phase where you place your troops within a given area on the map before each battle is the time tested solution. Think about two late 18th century armies closing in on one another. Once the battlefield is chosen (often it chooses itself) the generals tell their armies how to line up and fight. This moment is best represented by a tactical se
[quote who="mqpiffle" reply="13" id="3342705"] To me this issue is not about 'min/max', but rather 'what complements my empire best at this point in the game?' Supposedly choosing a hero is a big decision. I should be able to interview the potential candidates and go through a full screening process before making a decision. Hiding the details just makes the decision a stab in the dark, rather than an informed decision. AFAIK, stra