It is trying to center I think. You can cancel by hitting the (x) next to the building in the queue. Then try placing again without moving the screen. (a fix is needed though)
Gwenio1
[quote who="MrManNo1" reply="17" id="2775561"]The problem with the "adapt" strategy is that pretty much all routes require warfare anyway. You can't win a diplomacy setting without access to metal. Your units will be too weak, and then other factions will dislike you (pretty significantly...-5 is a huge hit to take). Magic, while somewhat of a work-around, still puts you at an extreme disadvantage. No summon will ever be powerful enough to take out a few well-armed troops, and there simply ar
[quote who="Frogboy" reply="8" id="2777246"]If you have a resource that doesn't have some cost associated with it, what happens is that the route to victory becomes about creating as many cities as possible without regard to any strategic placement or consideration. [/quote] I think a better solution would be to give penalties for larger nations; there are reasons why historical big empires had problems! Being able to excange one thing for another is good, but some resour
Good, successful nations usually have a good system to get resources to where they are needed. So rather than separating into local and global, they should impose a cost for the distribution of resources (an "adminstration" cost) that increases as the kindom grows. This would cause people to be more selective in town placement.
Or since the mechanic exists, make it optional for people that what it, but those that want the extra challange can do without.
To fix the spamming of cities, I suggest that there be an adminstration cost that is based on how many cities you have, and how spread out they are. It should be virtually none existant factor when only a few cities are owned (say four cities before it reaches a cost of one gildar), and the cost would increase more quickly the more cities are controlled. To measure spread out, for every N tiles the city is away from the next nearest town it adds an addition "city unit" to the adminstrati
It could easily be an option when setting up the map and there could be an options for: no inheritance, AI only, everyone. And then multiplayer could have the option of the AI taking the place of human player who lost their sovereign.
The AI's handling of its sovereigns is the biggest reason the Dynasty system needs to allow inheritance.
The battle has to take place in domain belonging to another sovereign that is unfriendly with the one that you want to kill (or maybe it is just the domain of the group that kill them? regardless, in there land or neutral land they will not die).
[quote who="Aniaas" reply="21" id="2777004"]I suppoe I am looking at this from a ver Lore-oriented point of view - which befits the variety of gamer I am. If I were a channeler then allow other to cast from my mana pool (Imbued Champions) wouldn't be a big deal. The problem arises when you consider my childen - they aren't imbued they have inherited my "magical nature" - not my magic, the essence of being magical. This should mean that they generate their own mana as innately magical peo
AoW I was there first game they made, and that the others are better shows they learned from the experience. However, that does not mean it was a beta. It was its own game (as a note, even Shadow Magic has a number of unresolved bugs).
The UPatch does not cause trouble with single player balance; I have not tried any others extinsively. The configuration program lets you easily change rule sets so even if it does not work with the campaign. AoW I is a seprate game from the other two. AoW:SM is a stand alone expansion for AoW II. I hear there are problems switching rulesets for AoWI; I have not tried but I saw a post on another forum saying it made the game request the CD be inserted when using mods.
... unless you want to see the campaign's story; in that case wait for the package to be availible (which it will be).
[quote who="Gravedancer" reply="49" id="2776689"]After a few hours of playing AoW:SM, I would tend to agree with you. It felt good not having to worry about housing, food, building placement, etc. I appreciate that they tried to add some depth to the city building but when compared to other games that don't have it, I'm not sure that it adds much to the game vs. the distraction from the rest of the game and the source of frustration that many players have with it. [/quote]</p
Global mana works well in Age of Wonders. To summarize how it works, you have a mana resource, which is aquired from various sources (in EWoM it would likely be shards amoungst other things). The upkeep for things like summons is subtracted from income. Finally, units that can cast spells can use a finite amount of mana per turn based on their ability to cast spells. This model fits well with the game's backstory. Channellers draw power from the shards, and then use it themselves or "
There is a package, it just is not visible yet (there is a link in another thread).
The unofficial patch is compatible with the Impulse download, as is the AoWI mod for Shadow Magic (which was more likely to not work, as it has a separate executable to launch it). The UPatch only changes resources that were normally mod-able, the diffrence between it and a mod is its resources are made default (and the 1.3 resources are listed as a selectable mod). UPatch 1.4 link. (The site has lots