[quote who="mastroego" reply="55" id="2994074"]Ok I'll break my silence because what's fair is fair: it DOES look good. VERY. I still think that to be a worthy MoM successor it should have the same level of diversity in the basic fields (so I mean number of spells, races, flying and "swimming" units and so on), but if it's fun from the get go, and what's missing can be added in an expansion (even a non-free one!), then it'll be forgivab
Grizzyloins
what if caravans allowed others (& your own heros) to purchase items just like the shop in cities? would be kinda neat to be a ways out from your city and in need of a new weapon/armor when low-and-behold you run across a neighbor's caravan carrying better quality goods than your city had anyway. You get your goods & they get a cut of the caravans transactions. and/or if the turn or two your neighbor's caravan stayed at your city you would be
How many factions will be allowed on a map? I could normally get @ 25 to 30 or so without the game crashing in E:wom.
"This is a seemingly little thing but for those of you who like to create really cool areas with the map editor, now you can save them and they’ll be inserted as part of randomly generated worlds." Much Thanks!!
I too guessed wrong, thanx for vid
More Spells... Bravo
Don't know how I missed this yesterday considering I normally check in at least a couple/three times a day, but anyways, this is looking really really good. Been waiting for this post for a long time, thank you guys/gals!!
Random creature generator allowing for different sizes & shapes & the ability to make them minor factions
Elderscrolls/MoM
The new series should've went with more battles and survival & less with tha-DRAMA.
[quote who="ElanaAhova" reply="28" id="2980956"]Most desired feature for me would be intense and extensive ability to customize the game at world creation phase -so as to increase unpredictability, and re playability.[/quote] ---- THIS
- the ability to make new draconians, minotaurs, dwarves/giants, & such (minor factions - Fantasy races with variable starting stats/traits) via generator - the ability to assign 'leader, guards, & spawning rates to objects' / captain and militiamen for town's etc. via generator - the ability for costume spawning 'villages' to spread & create additional 'villages' of the same kind - underground and/or additional la
A good general wins the battle before it's fought, this sounds like a good start to me.
Somebody (Don't remember who) once refered to you as an idea machine, after several more posts I have to say I 2nd this
Yeah, I know I'd love to have fantasy races as factions. I mean we have trolls, dragons, giant spiders & such as wondering monsters, but no way to make them factions of there own. Elemental story line is fine for the campain, but for the sand box I'd like to make my own stories with the races I've come to love from D&D. I'm a supporter of this style of game (&Stardock), but feel like we are forced into playing in the 'bland
I like to play with as many factions I can (I think w.o.m allows 29 players at last beta), would like a way to assign sovs made specializing in a certain way with factions specialized in a way that compliments it instead of making a sov that is stupid (less magic) with a faction that is made to be strong in magic. I have Saruman (Strong magic build) leading the Hobits of the Shire faction that I've set up with negatives to magic, not cool... Will there be a way to as
I vote to open spell making to the modders, let them make spells at there will, then take all or most of these changing them up as necessary to fit in as needed (With it known that all made are then stardock's property to do with as they wish). There are many here that would love to assist if only given a chance, seems like a huge resource not being taken advantage of. Saves time, money, & you'd gain an enormous amount of variation (Might reward those that assist in so
NEWSSSSS, YESSS, NEWSSSS, Been sooo loonngg...... Not very informative, but gotta dig on how much love they show Stardock. D*mn glad to have the two aboard!! Now where's that Dev. post on magic?
I be a supporter of siege battles for sure, hurts to no end to hear they won't be up to aow:sm standards. I certainly would've gone with the borrow this and that from other games that had nailed that particular mechanic, then build upon those 'already polished' versions.
I wouldn't mind having wild lands and minor faction territories seperating the major powers from one another
Shows several of the mechanics used in the game/have no idea if this is helpfull at all/and I intend no disrespect towards Stardock & the Great Frog by showing this here 8UPATCH-V1.4: CHANGES ------------------------------- VARIOUS ------------------------------- * All units will have their medal upgrades written at the beginning of their unit descriptions. This was done for the English, French, Polish and German translations. * Hund
Was around the year 200ac with 3 cities, one my capitol as gold producer only (lvl5), then two as tech producting cities (currently lvl 3 each). This game, I started off doing civics research (For housing and faster tech learning) only and was able to keep my 'faction power' rating above the two kingdoms next to me by doing this, therefore they never bothered me, next step after civics research I went into warefare research and was able to get all the armor upgra
[quote who="Souls-Stream" reply="27" id="2956211"] Quoting Tridus, reply 22 The Trait UI right now doesn't seem to display what the trait you're selecting does. That's just a work in progress oversight, right? Maybe if you pass over the trait a window will pop with informations about it ? Anyway, great ideas and it will make the fights more strategic too, now we'll have to think carefully about ho
21 Different traits... Got me blood'a goin