Gene1966

Gene1966

Joined Member # 4040694
16 Posts 283 Replies 516 Reputation

[quote who="Aganerral" reply="37" id="2764192"] Quoting Yehudah, reply 32 IGN's review of the game mentions this problem- http://pc.ign.com/articles/111/1117649p1.html The A.I. often takes its Sovereign into battle in foreign lands, making it easy to kill – which in turn eliminates the empire from the map. But should the enemy empires be smart enough to avoid this, they'll usually amass amazingly large armies and march on yo

44 Replies 100,584 Views

FWIW... my two cents I think the current implementation is a design trade-off decision, I have no actually proof it's only my opinion or guess. I based this off existing game mechanics of Food Production. Unlike most strategy games were food is a required resource to expand one's population AND farms or other food producing improvements can be constructed, in Elemental only nodes that are fertile can produce food, one cannot just construct a farm on a patch of

35 Replies 33,770 Views

Long Fights Favor the defender according to game documentation... Morale is debited from the attacker 2 per round, while only 1 morale per round for the defender. Is the attacker allowed to retreat? I've have some batteles with pioneers that I accidentally engaged a mob when trying to move past it and I could not retreat. If attacker cannot retreat either through design flaw or bug then once the attackers morale collapsed then they would be stuck unable to retre

3 Replies 5,144 Views

TH[quote who="Wizard1200" reply="1" id="2763975"]I think that is a great idea and that is the way all tech trees should work. An example how the other tech trees could look like: - Adventuring should be the only way to get equipment for the Sovereign and the Champions. - Warfare should be the only way to get equipment for units. - Magic should be the only way to get summoned creatures (this will be the case if the spell books are moved). - Diplomacy

4 Replies 32,046 Views

[quote who="ddd888" reply="64" id="2764007"] Quoting Gene1966, reply 63 What's the point of fixing up Tactical combat without fixing the magic system that is a PART of the Tactical combat? I mean right now patch 1.07 the spell Confusion is equivilent to the magic "I WIN" spell/button... Confusion seems to drop that Ogre's 152 Atk value to -57 and it cannot hit your wimpiest pioneer. It is the very means to which I win fights I have no bu

106 Replies 264,240 Views

[quote who="thisisretarded" reply="1" id="2762058"]1 caravan per city. you just send it to another city and it will build a road between the two that provides a food bonus based on distance between the cities. the roads can be used by units to decrease move speed between cities. note that overly complex routes do not seem to work (e.g. if the caravan has to make a lot of sharp turns to go around bodies of water.) also: caravans are food for monsters. th

20 Replies 8,674 Views

What's the point of fixing up Tactical combat without fixing the magic system that is a PART of the Tactical combat? I mean right now patch 1.07 the spell Confusion is equivilent to the magic "I WIN" spell/button... Confusion seems to drop that Ogre's 152 Atk value to -57 and it cannot hit your wimpiest pioneer. It is the very means to which I win fights I have no business getting into in the first place. Confusion should do something good but as it is right now

106 Replies 264,240 Views

Salvager Idea is good and its easy as changing text... Good idea! Because I kind of agree with the OP the thief trait is a bit weird as mentioned...

5 Replies 7,469 Views

[quote who="Werewindlefr" reply="30" id="2760619"] Quoting LikeTheWhirlwind, reply 24 Dead soldiers don't get rolls in the current system. If you have an example of a battle where you've seen a squad do more than its max ATK in damage, please send a save our way. Well, I don't see how else a unit "down to its last man" with a weapon that is supposed to deal 20 damage can deal 60 (against unarmored guys, which is how I run my tests

53 Replies 184,412 Views

I bought this game for the TBS TURN BASED part... There are plenty of better RTS' out there so dont even start a dialogue going that route. But I do like the idea of Dungeons that spawn mobs in a degree of decreasing difficultly that once you can successfully navigate to the entrance you can probably succeed, albeit it should be no cake walk. Until the dungeons are cleared, they should spawn mobs in a AOI to encourage players to deal with them either through Attrition

9 Replies 6,531 Views

[quote who="nasebee" reply="9" id="2759574"]And if the single stat is kept, make diagonal moves worth 1.5 pts, to make it meaningful for a tank to cover a squishy in tactical combat. [/quote] Or even better get rid of Square tiles in tactical combat and replace them with a hex gridmap.

21 Replies 68,987 Views

[quote who="Eiralin" reply="3" id="2757216"]And perhaps making "difficult terrain" use up more AP, thus enabling you to create bottlenecks or penalizing otherwise completely advantageous defensible spots. [/quote] GReat IDEA! [e digicons]k1[/e]

21 Replies 68,987 Views

Someone above said something that made the most sense to me... Overland map movement is like Endurance and Combat movement is like sprinting, ( I agree) and if so then wouldn't it make sense to tie Sprinting to Quickness to Dexterity? And shouldn't a large Plate Mail suit of armor reduce one's Dexterity some? ;)

43 Replies 128,058 Views

Vallu751 As for combat rolls being more predictable... Combat is not usually predictable... Therefore when modelling it the varied rolls do an admirable jobs of representing the unpredictability of the outcome unless overwhelming firepower is used... Hence Sun Tsu's part about always use Strength against Weakness. Just food for thought... It's a game an all.

53 Replies 184,412 Views

One Solution: is to try not to micromanage your units training and deveolpment so much and just play the game at a higher level cognitive process. Let go of the min/max power gamer control and just play it as life happens. you cannot control everything, only your response. Try it first then decide if it is a better solution or not. Sure there might be a bug in the mechanic but there are bigger bugs that crash my games...

10 Replies 10,394 Views

Thanks Kyro! Your response indicates that you guys at SD are aware of the memory leak issues and are working on them... That is good news! Better news once they get squashed!

4 Replies 4,804 Views
Reply to Stacking in War of Magic

I haven't hit one... But do you know if there is a way to combine two stacks whose total is less than 12 that are on the same game square WITHOUT using movement points?

2 Replies 5,052 Views

1.07 is better than 1.06 but the archers still suffer UI lag in my games beginning around mid-game, a reload might correct it but only for a turn or thrre then the lag returns... not my HW either... SD keep up the fixins!

8 Replies 7,567 Views

I disagree with #3 but otherwise I thinks your ideas have merit... I think we should be able to assign a Stack leader (especially for purposes of the Teleport spell. Sov is always leader of his stack so that works fine but on a half stack of champs I have a level 9 warrior and a level 5 Channeller and the channeler cannot teleport the stack (I believe since he cannot be the leader with teh level 9 brute in charge. I really , REALLY wan

3 Replies 3,493 Views

Ships are a great way to safely scout/explore the available landmass(es)... I use them3-4 usually do the trick... Though it's a pain as I stopped using AE Auto-Explore since I think in 1.06 there was a bug with AE, not sure if its fixed in 1.07.

16 Replies 8,282 Views

TENGILL, You said its an RTS meets RPG... RTS = REAL Time Strategy (Think Warcraft 1,2,3 or Command & Conquer, or Starcraft or any of the many many RTS games that do not have segmented turns. TBS = Turn Based Strategy (Think MOO, MOM, AoW and even the campaign map of the Total War Series.) So it's more of a TBS meets RPG... Nice Effort Keep it up practice less Ahh's and umm's , Silence would be better than non-word fillers.

12 Replies 9,876 Views

I sure hope SD does something with the AI... one thought I had would be to make it so that if your sov declares war on another sov then takes him and all of that Sov's cities over then the others of that faction unite to try to stop you. If you are Kingdom and do this to another Kingdom Sov then both Empire and Kingdom factions unite against you, if you are kingdom and do this to a Empire Sov and maintain peace with Kingdom Sov's then only the Empire Sov's unite against you.&n

11 Replies 3,219 Views