[quote who="Tolan_Grimm" reply="57" id="2783066"] I'm glad I've got Windows XP on a dual boot here, cause if it's TBS Fantasy loving I need, Age of Wonders: Shadow Magic is all I'm left with. And hey, right out of the box? No CTDs, a WORKING Random map generator, and tons of factions that are fun to play. Things I expected Stardock to improve upon. [/quote] AND a global mana pool. Wich is the first thing you addr
divvu80
[quote who="cygnetsong" reply="9" id="2783103"]+1food, +1gold huge? Or something else I'm missing that's a "huge bonus"? [/quote] Add to the mix the food patch, goldmine and shard you get in the beginning (edit: plus, adventure techs. Those are still spawned mostly in your capital ZoC). Or do you think you can jump start an economy with just the building Frogboy mentioned? I'm trying to say that I'm against the idea of a unique building in your capital produc
[quote who="cygnetsong" reply="6" id="2782963"] Quoting Frogboy, reply 5 For example, in my modded version (for my own play) I created a Throne Room improvement that can only be built once but provides 1 food and 1 gold. Hope this makes it into the vanilla. It's the best solution to ensuring that you can get your civ off the ground. Then, the initial production buildings can have a real cost/upkeep to elim. one incentive to spam cities.[/quote]
[quote who="Frogboy" reply="47" id="2782965"] What is needed is a way to respond to an attack (ala Magic the Gathering instants). This is something we're looking at and we think would add to the fun.[/quote] Yes! Countermagic! Me wants :)
I can post a screen of a city with, more or less, 7 goldmines. Funny thing, it is sandwiched between 2 other cities, my capital and the ex-capital of an AI, both said cities contain 2 goldmines each. On the whole continent there's only 1 clay pit and 2 metals. Peoples are building huts out of gold, due to material starvation. What little materials I produce are needed for an army of archers/horse archers, wich are in turn needed to avoid having an army consisting solely
[quote who="ElanaAhova" reply="10" id="2781685"]So, how do I get patches for EWOM?[/quote] Via impulse. No other way.
[quote who="Gnilbert" reply="24" id="2781539"] Again, thanks for the positive feedback! I'm a little suprised that this one didn't spark more debate, though. [/quote] Debate? I could hardly devise such a system, let alone code it!!! I had a chance to test your demo, and I actually think it's even "fun" to play (realtively)!
I noticed it too. But apparently it stopped when I uninstalled/reinstalled to get rid of the bugged multiplayer patch. I also noticed it gets worse based on the distance fom your city center, It actually looked like the camera was "defaulting" to a fixed over-the-center view, and that movement is what makes the click miss it's spot.
Also, necromancy is never the right answer...
[quote who="Frogboy" reply="15" id="2780414"]There's two ways to look at this. [/quote] Thank you for your reply! That looks good to me, I never ever wanted to include such a radical change in 1.1. I truly like the idea of the comabt system being exposed to python!
[quote who="Frogboy" reply="10" id="2780203"]Very impressive![/quote] Sorry if I sound rude, if it is so be aware that this is not my intention, but is there any chance something similar will be implemented or at least taken in conisideration? I ask this because, even if I'm totally unskilled in any form of coding, it seems incredibly sleek, powerful and "usable" by an AI...
Bugs. Is there something they can't accomplish?
Another shocking revelation for a guy who never played the beta and has known Elemental only post-release. Again I repeat my plead to the Devs. Please. Make headache go away. Explain...
Yes. Do not touch my zooming!
Yes, shard (resources in general) distribution is a delicate thing. I don't like the idea of all the resources that get auto-spawned near your starting location, and adding one shard to the list only makes things worse. However, if they implement a way to tie the number/distribution of shards to N° Players/territory , that would be cool! Thank you for the info mr Bradwell, it's really awesome to read about gameplay before seing it implemented. Lots of good i
Have you started a new game? ATM unfortunatley the xml gets updated only at game start... Your mod folder path looks good, and you checked the "use mod" box, so that's the only thing coming to my mind...
[quote who="falconne2" reply="12" id="2778417"] I'd suggest not adding maintenance to imbue champion. It doesn't make sense in a global mana mechanic and it also makes the magic system even less useful. I'd say make the summon upkeep a bit larger instead and have different upkeep costs, A large and powerful summon should cost more upkeep than a small one.[/quote] This. Work with higher numbers than 1, a system where mantaining a familiar and a fire
So, they still think to solve problems by auto-spawning resources (shard) near your starting location? Bad. Really bad. I hope they intend to use this as a temporary workaround.
You should really expand this into a "better heroes" mod... [e digicons]:-"[/e] (nice work!)
I remember reading your whole post, your system looks incredibly sleek and functional to me, they surely should take this in consideration.
Oh bravo arturo!
Thx Heavenfall!
I'm still tweaking, no in-depth tests, but I'm also trying to lower a bit the cost of unit armors. As Eviliron pointed they seem to be overpowered by weapons.
[quote who="Kravick3" reply="99" id="2775190"] Right now its not. While the spell graphics do work, every spell cast will miss unless you use auto resolve. Turning the mod off (or deleting the files) allows spells to hit normally again in tactical combat. I have no idea if its the mod itself or if Stardock broke something with mods in general. Icecrowns mod was the only mod I've ever used so far.[/quote] Just curious, have you started
I added a 10% increased cost each 5 atk/def, but otherwise did the exact same thing as a personal mod.