Then what is the point of having Tarth in this scenario? In mine as well they has one city.
bpalczewski
I wonder how many of those who claim beastlord to be overpower at times re-load in case of unsuccessful early attempt ....
Derek i think you can use a better algorithm then the one you mentioned for building roads; an algorithm which will prevent spamming of roads and yet provide a coherent network. First of all, you make a road to a closest city - we will call it B. Thus, we have connection A-B. Now, we start to check other cities in vicinity of A (vicinity, let's say 2 or 3x distance of A-B ). Let's say there are cities C and D close to A. I check distance from
[quote who="Glazunov1" reply="51" id="3347832"]You can do that in Genesis: click a prerequisite building you can see, then the building you want under "gives access to." That's the way you work up the tree. I've never been able to manage to find the kind of tree structure in MotBW that Genesis has. To me, at least, MotBW's method is completely counter-intuitive.[/quote] Really? But i do not know which prerequisite building i should start with. I am talking about long-time
I find that most of beta testers that were criticizing new system were old veterans of Genesis, used already to existing one. I started to play Genesis one week before i started to play Edor 2 and Genesis was very confusing to me. If i wanted to plan to build a 4th tier building it was very hard to me to discover what i want to build first, and how to get there. In Eador 2 i figure it out. I just click on building i want, then i see what are requirements, and which are build; if i did not bui
[quote who="Glazunov1" reply="46" id="3347758"]As for the construction screen, it is a thorough-going mess, I agree. Genesis was far better.[/quote] Really? I find it easier than in Genesis ...
[quote who="Heavenfall" reply="44" id="3347749"]I really don't like the UI, very little is explained when I hover over stuff (look for tooltips with "?" in bottom right, they get larger if you keep the mouse on them). Sometimes the UI just gives me wrong info; says I'll kill an enemy guaranteed in an attack and then it fails. And that monstrosity that is city building, both normal and "advanced" - rarely do I say this but the UI for that should just be thrown out. Such a shame with a
I just hope they did some fixing before they released it ... Final beta was announced like 3 days ago, and game still has bugs. It requires also quite frequent saving/loading since it freezes/gets blocked often, too often for my taste actually. Just hope that they did something with that or game will get crushed in reviews, and that will be a pity.
[quote who="schattenjaeger" reply="31" id="3346942"]Ignore tiles with 1 food, unless grain is in reach.[/quote] Once you have enough towns those cities that have 5 production and 1 grain are a blast as forts, with huge production you can build another cannon fodder city very, very quickly.
[ If we follow that logic, the perfect solution is to reduce trained units groups to one and then there is nothing to balance. IMHO the objective is to find the sweet spot, and definitely 6 is below that sweet spot because it starts to be a number too low.] Disagree. I like it now more, before the change you were forced to never fall behind AI in research. Now, even if AI is ahead of you and all their troops have 6 soldiers, I can still fight if i have 5-soldiers tro
Going back to the topic of discussion. We want to have a legendary heroes. We want also a balance, that those powerful heroes do not make a game meaningless. We want also a choice, so the heroes are different from each other. Whether, we will have lots of levels, or only few, one thing can be agreed on: we need game-changing levels (at least from time to time). One way of achieving it without breaking a balance is to give really huge advantages together with bad
[I agree. Potential should not be removed. It's a well thought out ability path that gives players the choice whether or not to persue it. It's not clear-cut as to whether this is the 'right' path to follow or the 'wrong' path to follow because there are comments and agruements for both. That means it's an excellant RPG aspect to the game.....and I thought that's what SD was trying to achieve here.] It is an illusion of a choice. Of course, if you play
My opinion - they are totally useless.
I actually appreciated shield bush more and more. Due to the fact that AI never moves if it is adjacent to an enemy, I can shield bush enemies to force them into attacking troops of my choice. If you have more than one shield wielding troop, you can bash enemies into ZoC of your tank. Actually, that the only way you can force enemy to attack your hero in a first place, since they tend always to go after your weak units, leaving heroes to the end of fight. It also helps to put
O my, what does he need xp for????
I find it ironic that the expansion entitled "Legendary Heroes" basically removes a necessity to have heroes to win the game :) Agree with OP - once i hit middle/late games i tag heroes along just because of old habit, not necessity or usefulness.
Yea, my general feeling is that all troops now are canon glasses ...
[quote who="SpykeAlpha" reply="1" id="3342072"]Unrest on any size map shouldn't be a problem if handled correctly. One of the Fortress upgrades (I think it's a Level 5 choice) is the option to lower unrest by 30% across your entire kingdom. That translates to 30 points of unrest negated in every city you have. Period.[/quote] Upps ... Did not know that :) Well, my games usually finish before any cities build by me hits a level fou
- some weapon lvl requirement is way too high. I do not think there should be a weapon that requires lvl 20 to be used. I am now finishing game, on dense monsters and huge map and i am pretty sure my hero will not make it to level 20, though i am already decisevely winning. What's the point of a weapon that you cannot really use? Thus, the coolest weapon come way too late. - another cool weapon that basically is never use is "sythe of the void". The biggest treasure in a gam
[quote who="Azunai_" reply="3" id="3341956"]i guess the idea behind earth magic is sort of a hybrid melee character with some supportive combat magic. makes sense when you look at it that way [/quote] Good point.
Warriors can cast it, but they have to put 5 points into spells, and have a book. Right now, to be a good warrior one, again, has to invest in spells, pure melee is still useless on higher levels.
I expect five level spells to be very powerful. In the current mechanic there is no point for two heroes ever be in one army, due to really bad experience cut. Thus, in my games i either have mage, who does not need giant form, or i have a warrior who cannot cast it .... My suggestion is: please, allow giant form to be cast on regular troop, just put it on cooldown, so it is not abused.
Please, show when diamond skin expires. Right now i have no information when spell is active, then suddenly my unit starts to take damage. The best would an animation, kind of shield surrounding the unit, or at least a word "-diamond" going up. Then there is a problem with AI - i tend to send one unit right in the middle of enemy with the spell on it, and invariably the unit gets swarm by all other units, and of course, attack do no damage whatsoever. AI should ignore 'imm
Argghh, sorry Derek just started a new game today - and i always use the same save's names :( I will remember next time.
First time ever, since the very first beta of WoM i have a crash that ends my game. Whenever i click end of turn, game simply crashes and no earlier loading, no extra-saving helps, simply game over. Worse, it happens in the late game during my final war ... Thus, i would love devs to look into it. Crush game-ending And here as a bonus all my .75 crushes pack