I have the same problem. Also having the corrupted save issue... Win 7 Home Premium 64 bits
PanicWave
When you evolve FE it will eventually embrace some concepts of MoM, like crafting and races. Dont need to be MoM2, but there are good ideas there. Go for better FE, it has a lot of potential.
#1: MOVEMENT road placing, pathfinding, individual movement points, path preview, leave base on roads (also holding ctrl cripple mouse movment when selecting units) #2: AUTO COMBAT dont simply go for one unit, alow me to use mages with daggers (stay back casting), keep improving AI. #3: LOAD GAME & CTRL+N visual glitches (no water, squares dont show yeld), crash. #4: VARIATION loot (found 4 rusty helmets in a row; previous game was 3 leather vam
[quote who="UmbralAngel" reply="20" id="3253658"]I REALLY wish you would make the Pariden buffing phase happen all at once... it makes late game battles very tedious.[/quote] Second this. Hope the 1st turn invisible spellbar, that happens a lot with this buff, is gone too.
Played a couple hours by now. The game improved a lot, thanks SD. But still noticed some bugs. A small list so far. Cant see the big Sov portrait on the Sov selection screen, just the small ones on the left. Also cant see the portraits on the in game poup ups when someone talks to me. Also cant see the units portrait when i double click any in game unit, can see every sigle thing but the unit image. I had this issue in the previous version, but only on my laptop. Didnt
[quote who="Grizzyloins" reply="1" id="3193789"] Stardock is having a pretty good Summer and the good luck continues! Sins of a Solar Empire: Rebellion is a huge hit! This is always good to hear[/quote] Yea, its very good for team morale. Despite that, congratulations for the great success SD. It only remarks your commitment with your work and consumers. Keep doing Great, we wont acept less than that. [quote]The cloth map has been revampe
[quote who="wwwolf123" reply="9" id="3058458"]I'd point at the MoM sieges Destructible walls. Put in a destructible gate that can be attacked by anything. Make it so that the walls cannot be attacked by anything but a spells or a unit with the "siege" characteristic. This wall could go around a tactical map area, or just be in the middle, a-la Dominions. This wouldn't have to be a terribly sophisticated siege mechanic, just a
It happens to me too. I think most of the times im fight against guys that casts some abilities at battle start.
[quote who="Heavenfall" reply="1" id="3174875"]I'd be in favour of being able to kill them if you also lost faction prestige as a result. Say their level / 2.[/quote] Great ideia. [quote who="Trojasmic" reply="3" id="3174931"] I would like there to be a % chance of champions coming to us and offering their services like Master of Magic or Master of Orion.[/quote] Me too. Not only champions, but squads of units too. When the Knights of Asok come to yo
[quote]Tactician: This line of abilities belongs more with the General-esqe Defender. I can see how a brave warrior at the fore of the enemy lines would inspire your army to fight harder, but for the sake of Path identity, it really steps over into the conceptual territory owned by the Defender. Leadership: This line suffers the same problem as Tactician. It muddies the water. Save the Unit bonuses for the Defender[/quote] Agreed. Isnpire: area activated
[quote]Melee Assassins need something that better indicates their skill. An ability called something like “From the Shadows” where they teleport and strike sorta like that Air spell would be more fitting for them than Charge.[/quote] Since it has a max of 3 squares, agreed. This is a great mid game way of moving within enemy lines ignoring their units zone of control and taking down the weak targets. Fits a lot better. [quote]That brings me to
[quote who="Trojasmic" reply="5" id="3158798"] I do like the idea of special merchants or special shops or special quests that grant you special merchants or special shops or maybe increased selling can be a Civ tech or a faction trait or hero trait. Lots of possibilities here.[/quote] Me too.
[quote who="Bellack" reply="48" id="3144040"] He won the battle. The lesson I learned in that ambush is to not bring Swords and Bows to a Gun fight. [/quote] Put your heavy infantary on loose formation and run for the kill. Horses helps a lot...
[quote who="Humility" reply="34" id="3137379"] upgrade seem nice, but what is point if someone build three outpost next to each other to upgrade all of it? better go with it in ome package.[/quote] the upkeep cost should be adjusted to prevent it...
I've been reading the forum and noticed a lot of talking about pioneers and outposts. Gathered some ideas here. Tell me what do you think about it. Sry about the big post, but the ideas kept flowing. I propose a system where your outposts can evolve with the game giving them some bonus and diferentiation. This way you can choose the best way to specialize the oupost depending on your demands for it
Nice job. Can we see it in HD?
We are half way. Tanks a lot SD for the dungeons! Now we need that multi tile hero, or just some little dragon to pet.
[quote who="seanw3" reply="8" id="3032202"]So you want them to put an entirely new game into the existing one? Better find a powerful genie. [/quote] I agree with you that the "thief" playstyle is a little bit too much, altough im not sure if its hard stuff to code. But the other concepts here are far easy to be implemented. In fact, some of them have already been implemented by Heavenfall.
Just saw Derek´s new post and there is a badass multi tile creature. It could be a hero too.... [e digicons]O:)[/e] [quote who="StevenAus" reply="4" id="3024835"]Well, this is the Artifacts thread, where Dungeons are explained.[/quote] Also about dungeons, i looked a little into heavenfall work. It´s very impressive. They really put a lot of effort in it. And they have dungeons! But i thought dungeons like a place were you ent
Seems like you have the comunity suport, so give us your best. But it would be great if you guys gives us something back like weekly journals.
no doubt you can easily implement any of these ideas, but i think you missed the concept here. Super man, girl, vampire are all humanoid beings. Here im talking about something different, like a wolf or a dragon. Its a beast. Maybe there should be an ability tree for beasts as well so they can evolve on its way.
[quote who="StevenAus" reply="1" id="3024587"]Heavenfall implemented Dungeons in After the War mod (Artifacts sub-mod) for WoM 1.4. Best regards, Steven.[/quote] How did dungeons worked on Heavenfall?
DUNGEONS At the begining of EWOM there was some talk about dungeons in the game, but the concept died and i heard nothing more about it. I think this concept could add a lot of replayability for the game since we could have random generated dungeons on random generated maps. Think about it, you have a lost library near your base but its haunted and gives you no bonus. Then you need to enter it and fight the ghosts, and wen you get out the resource is fully functional
[quote who="seanw3" reply="31" id="3022225"]We had better get boats before flying! [/quote] Sorry dude, I think we´ll get nice air long before nice boats. Simply because its a lot easier. Good job SD!! The only little thing is the square shoreline, but you´ll handle it easily. BTW, are these pics on debug mode?
Stardock, you guys did a really great job. Im impressed with your commitment to this community and with our game. But I have to say something, like the other guys I think the rivers still need a little lift. Keep it up