Why would hot seat be difficult? I'd think each side would be it's own independent thing. [programing nerd speak]I suppose if you coded everything from the start with the idea "MP bad!!!", but I'd think you could just wrap each side up in it's own base object class. Then either make a derived object turn control over to the PC or AI as needed, or make have control be the control methods be function (pointer) that accepts and handles controlling the base object.
HarbingerLeo
Reinstalling the whole system does fix a variety of woes. Stupid question that has to be asked anyway: Did you having steam 'verify the local cache'? If part of the download is corrupted it should detect and (re)download the corrupted or missing file(s). Edit: If that doesn't fix it, I don't think it's directly related to FE. It may still be related, just not in a point A to point B way.
"ONE OF THE MOST DISAPPOINTING ENDS TO ANY GAME." ?? Those are many words to condemn. I try to not be overly mean, but what were you, N1ghthavvk , expecting? Being told you did a good job is well and good. Being told how utterly awesome you are is not good. Beware the flattering tongue.
Hm... Which is Doctor Jekyll and which is Mr.Hide? :P
[quote who="Nakisisa" reply="4" id="3394547"][...]At least your sovereign is no longer losing base HP every time you cast it. [/quote] Sorry, forgot about that. Yes, thanks for reminding me.
Is the original title a troll? If that is a bug, don't fix it please. Nothing forces you to reload, or if it does, nothing forces you to ignore being attacked. "fixing it" would just be one more technical thing that can go wrong. As for units automoving when you reload? If you have some great worry about something something breaking when they sudden jump ahead a few tiles, don't leave a move order queued. As far as timing? h
[quote who="smeagolheart" reply="1" id="3394458"] what does manashield do? I've never actually tried it. It just seems weird.[/quote] The description for manashield says it deducts all damage from your manapool instead of a bearers hitpoints. In theory in the a unit has as many hit points as you have mana points. Manabolt and Manashield are quest reward spells. Like alchemy or confusion. In over 10 games I've found the quest for thos
Anyone found a good use for the familiar? In battle it had the 50% physical damage resistance buff added with Fallen Enchantress or Legendary Heroes, but I've tried using it a few different games. The only "good" use I've had for it so far is a extra (and somewhat flimsy) combat using unit in the first 20 or so turns or as a carrier using cloud walk (the teleportation spell). Mid to late game it's a priority AI target, an
1) Knowing where the AI well and truely cheats makes me feel a lot better. ^.^ 2) Tactical summons are a bit on the just for fun side until you get Mantle of the Ocean, or one of the mage robes going. In the same or less mana you can shoot out a fireball or lightning to have a instant and greater affect on the battle. Strategic summon isn't so bad. You have a good chance being able to reuse a summons. The Air Elemental with 5+ air shard is very very nasty and unlikely to die ... e
My observations: If my memory is correct, the issue has persisted beginning with Elemental: Magic at War. I can say for certain it was around with the Fallen Enchantress Beta. For about thirty seconds _after_ the GUI closes, the game hangs on to 90-100% of it's allocated memory. For about one to two minuets (rarely longer) _after_ the GUI closes, it will hang on to about 40% of it's allocated memory. Afte
The example maybe flawed, but I've seen the AI rebuild in equally "awesome" spots. Rebuild as in, coming in after a city is razed and still ignore a essence advantage. I've recently tripped over the AI having a city in a 0/0/0 spot ... somehow. It seems to first pay attention to food, a little to material, material, a little to food and totally ignore essence. It doesn't seem to plan around things like Arcane Forge, Natur
[quote who="Magog_AoW" reply="13" id="2998671"] We tried, but why spend time modding a game that no one will play anyway. WoM needs so much more than just distinct factions to become interesting and playable.[/quote] If that is the truth, then why do you play Elemental at all? If you say so. Yes, it would be nice if the kingdoms and empires had more diversity (and they shall if I read the posts about FE right). However, I like planing out my dynasty, scoutin
Distance was a factor in casting costs in Mo. It ranged from a .5 to 2.5 multiplier. Hero's on the field had no such multiplier and depended purely on their own mana reserves. Heros in your citadel added half their skill to your own. In deference to leeboy26 , if you like the randomness, that's fine. I personally edited the game to balance out many of the rand
[quote who="Mandelik" reply="1" id="2995351"]It sure was a cool feature in AoW2 too.[/quote] I don't know about that, all of the AoW games were closely tied to chasing 'Master of Magic's coat tails. FE sounds long a great deal like going in that direction. I think at someone one of the SD people even compared it to MoM. Which is not a bad thing. MoM was awesome in the extreme. " Old man Stardock, You seek the spell
I hope they do something with it. Even if the AI is somewhat ... homicidal with it's heirs ... I like the system. One of my big goals when play a game is to make contact with the ' Kingdom of Pariden'. Having super units is awesome in it's self. As the stats are inherited they can snowball, and in the late game legendary armor is cool! More then that, having a sovereign +2 food and or mana a turn is just down right powerful with a large dynasty. The f
Repetitive data structures are what hashes and maps are for ... Unless Stardock did a brute force approach I'd be surprised if more then meg or two is used. Plus 8-12 byres per unit (A hash/map reference, a HP counter, and a units X/Y position stored as a 16-bit integers.) Maybe a byte or three more storing a birtwise flag or hash for spell affect(s). Tiles could be summed up as a constant reference to a hash or map entry. IRC , In C