EstyleS

EstyleS

Joined Member # 444597
1 Posts 32 Replies 309 Reputation

I find it interesting that everyone is talking about melee assassins. I tend to make my Assassins and Commanders with ranged weapons, and a bow assassin seems to work pretty well. Do you guys think melee assassins are stronger? It is kind of nice to concentrate on crit damage and ignore defense... though there are the golems and statues to worry about...

34 Replies 31,737 Views

[quote who="Glowing_Ember" reply="2" id="3369793"]I have lost track of the number of times people have said this very thing.[/quote] It's likely that people keep bringing it up for a reason... [quote]I have a two part question: 1) where do you draw the line as a designer between players complaining that "this power doesn't work the way I think it should" and clear decision that the designer is going to stick with what they decided? What do you do when you si

17 Replies 22,518 Views

Ah, so you're saying that you can't modify the Amarian Tech Tree, but you can create your own tech tree and modify the race configs to use that. Okay, I can live with that. I see now why so many mods have to say things like "compatible with CoS" - it seems like the way they did mods is not as "modular" as it could be. Like looking at the weapons xml, the bash ability is duplicated under every blunt weapon. I feel like if it was up to me, I might have abstract

5 Replies 8,009 Views

So, diagonals would have to be Q, E, Z, and C? Are those keys already mapped to anything by default?

9 Replies 18,023 Views

I'd even be okay if it lasted until the Defended unit attacked (not including a counter attack), or something like that. Even if you had to Pass with the defended unit in order to keep it, at least it would have some use and you could plan around it. Ending at the beginning of the unit's turn is too random and often useless.

17 Replies 22,518 Views

I'm so impressed with the overall design of this game (finally a good modern MoM-like) - unit design, city customization, etc... but I just feeling like it needs more. More factions are already available with CoS (I'll need to try that one soon), but I mean more content. One of the things I'd love would be an expanded tech tree, so I was looking into the xml to see how hard that would be to mod. Most specifically, I think that magic weapons should require t

5 Replies 8,009 Views

For me, I like playing with Auto-Turn on, but the one thing that annoys me is the turn ending while I'm adding to a build queue. I wish that the game would wait until after I click "Done" on my city before checking for turn end. It basically causes two issues - a) I want to add a couple things to the build queue, but as soon as I click one of them, it processes and whips me off to another part of the map to move a unit. b.) with manual placement on, I try to click some

5 Replies 26,476 Views

[quote who="Azunai_" reply="2" id="3369470"] there's a keyboard shortcut for ejecting all units that are currently in a city (the "V" key). leaving a city doesn't cost movement points, so you can just send the units you don't want in your army back into the city.[/quote] Is this true? I could swear that I've had instances where I can't pop armies out of a city because they have no movement points left, as well as situations where I popped

7 Replies 11,343 Views