Yellowstone_1872

Yellowstone_1872

Joined Member # 4211072
8 Posts 36 Replies 234 Reputation

Haven't played EWOM for a long, long time, but reinstalled it about 3 days ago while sick from work. 1.3 was a nice improvement, but 1.4 is really starting to show signs of being a great game. I don't know if it is there yet, but what's left is just a bit of polish, not the dramatic changes that it needed when it shipped. I really, really appreciate that Stardock has kept with this title and persisted in making this a much better game. I don't buy tha

41 Replies 94,670 Views

I've asked this before, but can we get an option to rebind this? Shift-Arrow doesn't work on my laptop. Don't know why, I've got shift and arrow keys, but their binding must be slightly different. A way to reassign these in game would be great.

3 Replies 4,755 Views

[quote who="CherryWheat" reply="39" id="2790646"]No no, I'm happy about this. It's good. It's one more step towards a game that I'll spend some serious time playing some time in the future. I'm one of what seems to me (from periodic lurking over the last month or two) to be many who have already paid their bucks and are now patiently waiting for the game that we keep being told is coming. And that's fine. It's a bad business model, and I won't be purchasing anoth

83 Replies 130,433 Views

This looks like a very good start on a useful feature. As some others have said, the #1 resource column seems a bit dubious. How is it being calculated/weighted at the moment? I could see this screen being of immediate usefulness when a new tech is researched. Then I could go to the city list view, pick out all the cities that could use the unlocked buildings/units, and then immediately build them. To that end, it would be great if: -We had th

83 Replies 130,433 Views

[quote who="Black-Knight" reply="14" id="2789240"] Quoting gumbostu, reply 12 Anyway, there is no "teleport in enemy territory spell." Guys but did you play this game before saying stuff like this? Not sure about the kingdom spell book, but I play empire and there is a spell to teleport in enemy territory. I can even tell you that it must have been added with a certain superficialty , since its description is erroneously identical to that of the reg

27 Replies 16,787 Views

Hmm... Seems like my best impression is that teleport only works into your own territory. I'd agree that it is overpowered (or at least at 5MP it definitely is), but it hardly seems game-breaking. I'd be far more in favor of a solution like: -Making teleport a 20MP, 3rd level spell for both armies and -Only allowing you to teleport into a city that had built a teleport gate (maybe requiring a level 3 city and a bit of MP maintenence with the global mana i

27 Replies 16,787 Views

If you are currently controlling a unit that can hire an NPC, you can left-click on the NPC stack, then go to the tab for unit actions and a hire button should be available. I have found in this instance that if there are 2 NPCs, the hire button reflects the cost of only one NPC in the tooltip, but you need to have enough Gildar to hire both for the button to not be grayed out. So it's a bit of a guessing game to know how much Gildar you actually need to recruit them both.

6 Replies 2,903 Views

Experimented a bit on this and found that Relias was apparently blocked by the goodies around him. Once I picked them up he went on to found a town in the location just south of his starting square.

3 Replies 3,161 Views

Found Relias and his wife just standing there after I'd already wandered around quite a bit and founded a few cities. Screenie: Save: http://filebin.ca/vjfmjm/Unfounded.EleSav

3 Replies 3,161 Views

[quote who="seanw3" reply="1" id="2786639"]I don't understand. Just buy a health pack for heroes, 5hp/turn in the wild and +10 overall. Then research "Triage" from the civic tree to get the Healer's guild and all your level 3 cities can build a healer's temple, which gives +25hp/turn. Why have you not done this? [/quote] I think that must be a mod. I don't have those options, and I don't see them in the Homnomnomnom. [quote who="Malsque

8 Replies 8,621 Views

This is sort of a bug and a request rolled into one, but I thought the idea forum might be the best place for it. There are a lot of things that drive me nuts about this game, but it has such potential that I'd love to see it keep improving and become the game it can be. One of the items that's driven me up a wall lately is how unit HP increases are treated at level up. I guess just for terminology clarification, I'll refer to HP as "full" if they are positive and "empty" if t

8 Replies 8,621 Views

I've also seen erratic behavior from AI sovs. Most notably, them charging right back into my territory after I do things like declare war when they are in their territory, wipe their stack out and retreat to my city to heal. Their Sov doesn't even wait to heal before charging after my stack, ending with them dying in my territory and their empire being wiped out.

13 Replies 3,017 Views

I'm not in agreement with the removal of organized. I've played a couple of games where I went without it because I know it is overpowered at present. What I ended up with was chasing mobs that I couldn't catch unless the AI decided that they'd just sit there for a turn. That's ok when the AI is incredibly stupid. But when I get to multiplayer and everyone moves 2, how the hell are you going to catch anyone who isn't in your territory (and thus in teleport ra

93 Replies 44,063 Views

[quote]4) The magic tech tree. Am I just not getting it? Is there supposed to be something appealing in this tree? I can harvest shards that's good. I already seem to have access to Enchantment books. Is that because my custom sovereign chose all books? If I can do that, why is it a tech too? My units get an essence bonus of 4900%? Really? Buildings that provide essence percentage bonus to units? Huh? (Another percentage building that should go. How about a building that just give

20 Replies 9,142 Views

I'm gonna jump on and echo that weapon/armor balance is way off in the direction of armor. Great that maces got nerfed, but now it's really hard to kill anything past turn 200. This is not to mention that my SOV is my only hero and can't find a damn wife. This game has promise, SD. Let's get it sorted. Can we get a beta build test group? I used to do work on one of the bigger MMOs on their test server, and we would have caught at least these

245 Replies 840,332 Views
Reply to On Attributes in WOM Ideas

Agreed. Interrelated abilities and stats would seem to improve the game makeup.

3 Replies 5,238 Views

[quote]The magic vulnerabilities could and should stay "behind the scenes" values for the player to figure out. Some are obvious classics, like extinguishing fire giants with water spells, but enemy units should not pop up windows like "Hi, I am a giant spider! My vulnerability to ice spells is 170% ! Please hit me with ice spells ! " That would be so... unmagical.[/quote] Hmm... a quick thought on this: perhaps it could be another part of the "adventur

5 Replies 7,243 Views

So many ideas come up again and again in this forum. The comprehensible suggestion list is a great idea, but even it has become incredibly cumbersome to try and scan/navigate. I'd like to make a request that SD create sub-forums for the Ideas forum, and possibly give the community some tools to try and organize the forums themselves (like have a few community moderators appointed by SD to organize the posts). I think the ideal would be that we have sub forums on a va

0 Replies 3,291 Views

Just a quick idea here... I'm a big player of the Romance of the Three Kingdoms series, and, to be kind, it is all about micromanagement. It's luck enough to have a simple economic model (most versions only have two goods: food and gold), so that helps out some, but then you add in the various things you can make with gold, food and people (troops, weapons, etc.) and it can get pretty complex. Most versions of the game have somewhere around 30 static cities total, and as you

111 Replies 343,574 Views

[quote who="GaelicVigil" reply="35" id="2771442"]I started the Epic Battles thread so I'm obviously all for this. Signed. But by the late game, we want to feel like our armies match the scale of our settlements. If we can have several large cities with thousands of citizens, then it only makes sense that our armies would be comprised of hundreds of well-armed soldiers. I don't care if we maintain the turn-based tactical battles. &

420 Replies 1,127,751 Views

[quote who="James009D" reply="5" id="2770399"]There should be a way you can edit your race's file and remove the pre-built units.[/quote] Interesting... I took all of the lines out of my custom race's faction file. At the beginning of the game I was all clear, but as soon as I got the first warfare tech with equipment I got my "Observer" just like normal. Also, it seems impossible to design a pioneer as cheap as the one that you st

22 Replies 18,370 Views

Some folks have already asked, but I'd love to know how to make UI modifications. Specifically, I'd like to know if there's a way to modify how the Empire Tree looks/functions.

154 Replies 397,282 Views

[quote who="Kalin" reply="18" id="2769536"]@ Yellowstone_1872: I haven't played with calculate all that much, but the expression SHOULD look something like this (Note that this hasn't been tested): Unit AdjustUnitStat UnitStat_HitPoints <br

22 Replies 14,564 Views