[quote who="Mystikmind" reply="3" id="2784864"] Also you can use them to ferry items from one place to another (Woot! ) Hmmm i am playing the game for the first time (campaign) - i sent all my caravans to foreign cities, but according to the above statement, i therefore get no benefit doing that? [/quote] Depends. If you have a city that produces food (not counting the one that created the caravan) then you should have sent it t
Gwenio1
[quote who="CariElf" reply="146" id="2784677"] Do you have a save game or something that demonstrates this? We use 32 bit integers for pretty much any indexed value, so it's highly unlikely that the spell books would use anything less. [/quote] I think he was refering to MoM and the limited spell books they gave heroes.
[quote who="Panic77" reply="27" id="2784636"]Hexes have less connecting spaces, when allowing for diagonal movement. Also, hexes don't like up to the cardinal directions, which makes my brain uncomfortable. [/quote] They line up with two of the cardinal direction, unless the view angle is screwy. To some extent, hexes are less suited to games that do not have a fixed view; otherwise you would be unable to use a rhombus shaped city wall to give the illusion of being square.<
You are given Janusk if you have it set for him to advise you.
[quote who="AnnihilatorX" reply="5" id="2784249"]I had a feeling he didn't move to hexes because Civ V did, and Brad didn't want to follow a competitor. Hex is vastly superior in broad strategy games by all accounts. All TBS games I've played, hex always offer more strategy base on unit position, adjacency bonuses, etc. [/quote] And when dealing with small areas create rounder spell AoE (when the radius gets to like 100 or some other high number, squares start to form a more circ
Marrying does improve relations (+2), and you get even more once they have children (+1).
And children born later tend to have higher essence, because that is connected to the monster level.
[quote who="jshores" reply="7" id="2783247"] Your touching on one of my gripes with the AI. The fact that it knows those stupid empty crates are halfway across the map even though it has not scouted the area. This makes line of sight completely pointless except for human players. Age of Wonders had a similar "ALL Knowing" AI that made concealment and the elven city concealment completely pointless. I hope this gets changed, because I would really like my 2 movement 3 squ
[quote who="DKL" reply="51" id="2783166"] You know, challenge comes from AI, not from fighting with UI and boredom. Nothing stops AI from using same exploits, and nothing stops AI from challenging the player. Rules are same for everyone, so there is always all balance between players you need. I dont understand what is the point in balancing stuff like teleport. It makes game more fun and more fast paced. That spell is available to everyone, unlike trait
There are some effects that get removed, but I cannot name specifics. Try asking over at Age of Wonders II Heaven for more details.
Another thing that would help against first strike would be to give both sides a "planning" phase before the battle begins so they can arrange their units.
[quote who="SwerydAss" reply="19" id="2782955"]I don't mind the current interface but have a couple things that should be tweaked. 1. Even when i don't have any of a resource it should still be listed up top. I ran into a problem where I had farms but no food and couldn't figure out how negative I was since the stat isn't displayed at the top if you have none. Not to mention it took me awhile to even know about some resources(crystals) since they are up ther
[quote who="arstal" reply="50" id="2783006"]AOW system worked fine. It's ok if the attacker loses a few units before he can fight, just not instant doom.[/quote] That is because range and obsticals matter in AoW, and spells are much weaker than in elemental.
[quote who="Robert Hentschke" reply="2" id="2782723"]Defensive actions such as...?[/quote] It is possible to create weapons that grant defensive abilities (The can be set to grant a spell as a special ability, then just give it 0 mane cost), they just have not done so yet.
Another idea would be to have initiative and have units take turns based on that, rather than all ove both sides taking turns.
Per the intro ALL magic is locked in the shards. Channellers can draw it out. They can then give it to others to help acheive the sovereigns goal.
[quote who="Mercestes" reply="24" id="2782600"]I dislike this idea a lot (even if it's planned.) Right now, essence is tied directly to your sovereign, which is pretty much the premise of the game. Changing essence to be a global pool of mana seems to take that "power" away from the sovereign and take away what makes him special. I would prefer that one aspect be left the way it is, I kind of like how that works out.[/quote] The global mana pool will the the sovereig
On thing I would have liked to know (but was likely beyond the scope of the tutorial) would have been how to add special abilities to items. I found it, the xml to add (for any others who might want to know) for say, flame dart, is as follows: [code="xml"] Unit UnlockCombatAbility FlameDart [/cod
1.10 was to come out next week on the 30th last I heard.
[quote who="lord ebonstone" reply="29" id="2782243"]In Age of Wonders, cities would gradually grow farmland around themselves which raised gold output. Certain spells could destroy that, especially Death and Fire-type, if I remember correctly. There were also combat bonuses on certain kinds of terrain, if I remember correctly. Undead, for instance, fought better on Wasteland and worse on Grassland.[/quote] In Age of Wonders: Shadow Magic, most races had terrain they
[quote who="AronML" reply="8" id="2782091"]It is spreading trees/flowers automatically in my territory, which make no tiles for the city to build improvements. How to chop the trees/flowers? [/quote] The trees were already there, it is just hard to spot them.
I am not too wild about a maintaince cost for economic buildings unless it is flavored as exchanging gold for another resource (e.g. some sort of alchemist that turns gold into crystals). It might be good for econ. buildings to be able to toggle between self-financing (reduced output, but does not cost gold as it sells some of the product to cover costs) and max-output (more production, but needs to be subsidized to function).
[quote who="kenata" reply="7" id="2781437"]I know the square/hex debate has been raging for years, but I always find it hilarious. Hexes are more fun from the players perspective, but are nightmares from a dev perspective. Consider that squares can easily be represented as a matrix and manipulation can be done with several types of matrix functions. Hexes, however, can also be represented by matrices but it is requires extra memory and system to maintain and manipulate the interconnections. P
Currently there is no researchable organize ability, but there are upgrades to increase unit movement for everyone.
My view is the resource tile should not be a nessecity (other than a farm land to get going), but rather a location that is very important such that it can change the course of the war. For example, if you have no goldmines you should still be able to get the general buildings and field an army capable of defending your nation. If you own one to X you can build the good buildings (Ereog's Tower) and be able to defend and invade the next realm over. With X or more you can afford