Nenjin

Nenjin

Joined Member # 4198494
26 Posts 474 Replies 15,818 Reputation

I'm fine until I get into tactical combat. Then I have a 50% chance based on the units or the abilities being used that it'll CTD. Have only had it happen with summoned units that I've seen so far, like Elementals. Sometimes when they attack or get attacked, game goes poof. Win 7, Geforce 8500 GTS.

24 Replies 6,115 Views

I'm willing to try the specialist thing. It sounds a little too abstracted and gamey, but that's just my initial reaction to the name I think. It will be interesting to create true specialist cities, especially when those cities play off the resource availability. I'm not so hot on the idea of armies being tied to specialist slots (since there are training facilities out the whazoo in the game). It makes me think I'll get into a situation where I'm either building cities to have "drones" to t

138 Replies 483,003 Views

[quote who="GCFL" reply="15" id="2784762"]A bit off topic I guess but since it was mentioned...doesn't the absense of a demo help facilitate/encourage pirating because people want to see what it is all about? Stardock has gone a long way to show their faith in their customers (that's a good thing) but the lack of a demo also seems to cause undue temptation for others. I do not think my statement can be proven but it occured to me as I was reading this thread.[/quote]

27 Replies 17,037 Views

Cephalo demonstrated how one person could make a true map generator. And they promised us "random map." To start mincing the definition of "random maps" after the game has released doesn't make people happy. That's lawyer speak. I'm still dissatisfied, but I'm trying to give them their time. Of course, with a complete game overhaul coming soon, people had best prepare for more of this.

27 Replies 17,037 Views
Reply to The AI in War of Magic

[quote]Do they even use more than a fraction of the spells from one spellbook? Not from what I see.[/quote] My guess? Scripting AI for using the spells to their fullest was a low priority for Frogboy. They know how to cast their summons. That's the only demonstrable thing I've seen AI Sovereigns do. [quote]I'm seeing no difference in AI sovereigns. Are they all scripted the same?[/quote] At their cores, probably. They have all the spell books so the de

18 Replies 10,280 Views

Long thread is really long. I'll just toss my thoughts in here: -New cities or pioneers need to cost more for every city you build. It should be balanced so that 5 cities is about normal, and more than that the cost starts to ramp up. The AI will STILL be ahead because it gets to cheat, but at least it will do so slower. -Outpost vs. City. It's been mentioned before but here's my take: A pioneer creates an outpost. Outposts claim resources for the player, and r

145 Replies 84,527 Views

[quote]What type of tile do I need to get horses as a wraith? And also[/quote] Empire Factions cannot use Wild Horse resource tiles. They can only claim Warg Pack resource tiles. [quote]Why is the first upgrade for military equipment giving me horses, but I can't mine the horses to get them?[/quote] It may be different now, but last I recall Empire gets Warg-riding for free, no research required. Humans have to research Mounted Warfare. That you can research moun

7 Replies 5,204 Views

Janusk has a semi-random appearance. I've had him be the bearded red guy, a Tarth-looking Bard, and an Arabic kind of guy. I'd prefer an adivsor from our own race though. Janusk isn't memorable in the least...yet he gets a front row seat to the whole game. You could replace Janusk with a randomly generated model drawn from the player's faction, give them a random name, and I would probably enjoy them more. Janusk makes partial sense for the campaign. But they just plucked him

18 Replies 8,999 Views
Reply to The AI in War of Magic

[quote]The expansionist property is the only thing the ai has down, the mechanics mandate it.[/quote] Then the mechanics need to change, because it's ridiculous. Every non-minor faction AI is an expansionist, and for a game about that's supposed to be about the awesomeness of city building, it looks tacky and broken that an empire has _14_ of them built back to back. It's not fun, it's not interesting, it's not balanced to produce either of those things, and it leaves the AI wit

18 Replies 10,280 Views
Reply to The AI in War of Magic

I can live with slowly improving strategic and tactical AI. What's driving me batty is how fast the AI chooses to expand. It doesn't make the game hard, it just makes it unflavorful. Nothing ruins the pacing of the game for me on normal than finding the first AI has 4x the number of cities I do, because I build cities for good resource tile combinations, not every single resource tile I see. If the AI is cheating so much already, does it really need 15 cities that early

18 Replies 10,280 Views

This update had the unfortunate effect of making AI city building even more spammy. I've seen 16+ cities by turn 150, from just one AI. And that's not the game I want to play. I had no problems with resource scarcity before, it was always a problem in relation to the voracious AI. I found resource scarcity an interesting mechanic, when the AI wasn't running circles around you building stuff. The game is not fun for me when I'm basically building a huge network of cities

138 Replies 483,003 Views

I could live with, at the very least, some code that just says "can't spawn within 4 spaces of a player unit. The more finite issue of gaggles of monsters even in early game can wait...but ninja assassin monsters have gotta go. It's almost like the game looks for your units and spawns stuff right on top of them. It's not so much a problem with units (although it happens), but I've watched monsters make beelines for caravans before. We at least need one turn of warning so we have a chance to d

14 Replies 9,649 Views

This should a priority for the next update. Monsters spawns are, in two words, bloody ridiculous. You can watch a caravan go through open territory that hasn't seen a spawn in 20 turns, and BOOM, spawns right on top of it. Monsters pop so frequently, and so thoughtlessly, I've had the same bandit spawn 4 times in 4 turns, ceaselessly attacking the same party, like the game REFUSES to allow areas to be empty of monsters if you're anywhere remotely near them. The frustration you

14 Replies 9,649 Views
Reply to Patch 1.8 in War of Magic

[quote]built-in faction builder (is this already in? Can't find it.)[/quote] It's under the Workshop, "Faction Creator"

31 Replies 94,617 Views

Alright. That's one hell of a mea culpa. You've done something that most game developers would never do, and that's admit not only were you wrong, you were [i]really[/i] wrong. You've earned back a little bit of your rep with me. I wasn't going anywhere in the next year with regards to Elemental, and that's not changed, but I'll be here feeling better that you are going forward with your [i]eyes open.[/i]

281 Replies 1,164,598 Views

I think they just need to change the color and hue of the ground tile, and maybe revisit how some assets (trees) look under the Empire. At a later date they could try making a new tile entirely. It's just fugly now and...doesn't really make good sense to me. Why bother having that many Empire factions if they're all just little Mordors. You don't usually end up with more than one "psycho death race who wants all of the earth to die muwhahahaha."

7 Replies 6,520 Views

[quote]Taking into account that this is post-apocalyptic world, where resources are scarce and that normal terrain is as good as bucket of rocks. Can you explain to me why a city in the north arctic, will grow and output the same levels of resources that a coastal city in a temperate environment? If someone can explain this to me, I'll be more than happy to let this go. But my brain is just wrapping itself around this problematic and it's driving me crazy. Someone help give me a mental

36 Replies 22,729 Views

[quote]There's no need to build extra farms if you cast that on everything. On four cities that's like a free fertileland+farm. And as far as I understand one city with a fetileland+farm can support a city without it, especially with trade through caravans.[/quote] Depends on if you did the research, and what your pop requirements are for your cities to grow and what you're building in them. If you get three fertile land and max your research and food enhancing improvements, you ca

36 Replies 22,729 Views

[quote]2.) Tarth "Egalitarian" perk. Where the heck do I click to make female warriors?[/quote] This goes to my request too. You can get female warriors by clicking the "Randomize appearance" button on the upper right of their stat card, in the unit design screen. That should a "customize appearance" button instead, so we can just pick male female instead of having to randomize for it. Also, that faction trait should be free if it isn't already. What benefit do female warriors

326 Replies 934,690 Views

I've felt the food mechanic being a problem kind of from the start. I like the strategic location model, but I don't like, as has been said, how food dictates so much of your early game city placement options. I think this is going to change in future. For example, when a City is max level, people have discovered you can destroy housing with zero consequence. Since housing is the entire point of the food mechanic currently, I expect that to change. But I know they want food to

36 Replies 22,729 Views

The graphic the ground changes to when it's within your sphere of influence. What do you guys think about it? I like that it happens, and I get that the Empires are supposed to be "evil"....but doesn't it honestly look WORSE than the land supposedly destroyed by the cataclysm? Are the Empire intent on making the world an even more unpleasant place to live, even for themselves? The world under the Empire looks more like what I expect the cataclysm to look like. Aestheti

7 Replies 6,520 Views

I'd like to add~ Allowing us to fully customize unit and hero appearance via the unit creation screen, or a general all purpose "customize hero" button (replacing rename hero), where heroes can be edited in game the same way units are. Also, bug or extra feature, but flavor text on all non-troop units (sovereigns heroes and children) need to update correctly. </stron

326 Replies 934,690 Views

FWIW, if a book has poor grammar, it's a big minus for me. Publishers and editors get paid to clean that stuff up, and good writers practice proper grammar because it's part of the craft of [i]writing[/i]. I don't know what THE book's use of grammar is like...but by definition, I give less credit to writers that think it's not important. It is. Bad grammar is excusable when authors themselves don't really care about their work, or take it seriously. If they don't care enough about the

124 Replies 406,125 Views