[quote who="Bellack" reply="114" id="3126818"]The reason for some of us is that the cities look like crap being so big on the map. And snaking makes it even worst. And to be honest I do perfer the Civ/AOW:sm multi hex cities to WOM/FE it just looks better and allows for the map to not look so urbanized. [/quote] Funny, its like some people likes to see this, and some doesn't, going to be a hell if StarDock is going to listen to both ideas >_ Sincerely<br
Kongdej
Nr 1 on my list is making units walk at the same speed (both in combat map, but also on overland map), and make those heroes stand up alot faster from falling prone! xD Sincerely ~ Kongdej
[quote who="weregamer1" reply="3" id="3126541"] That said, it is a flaw in the game that early scouting and aggressive colonization is the only way to get very far. On-map resources are so precious that a compact "tall" empire is not a viable choice. [/quote] I know, and that is my "in depth" reason to really want to get rid of it, posted it somewhere else before too, ;). Sincerely ~ Kongdej
[quote who="joasoze" reply="1" id="3126286"]Sounds like its your playstyle. I normally get 2-6 champs during the game and its enough. Do you research the techs for hirering them? Still I would like some kind of mercenary building or quests that will give champs (there are already at least one quest that gives a champ as a reward).[/quote] I think the amount of champions I get is rather random, personally would like another way to hire champions, and curren
[quote who="TheOtherHorseman" reply="107" id="3126430"] I can understand the desire to want to preserve the current mechanic because it allows for better defense of resources and chokepoints, but I think that says more about needing better mechanisms for defending resources and chokepoints than it does about needing to maintain the current city construction system.[/quote] I just want big well built and highly populated cities to look MASSIVE on the map, compared to 2-5 people ci
[quote who="Sethai" reply="7" id="3126062"] To my mind, the easiest way would be to roll within the attack value and subtract the defence from the result to calculate damage. That is much more straightforward and goes along with brad’s policy of making game mechanics transparent: the sort of thing that could be done on a table top. This method also has the advantage of telling the player who they can hurt and who they can’t: it would be impossible to damage anyone with a defe
Whats your point Craig? Sincerely ~ Kongdej
I hope there will be little ingame difference, never really been the fan of collectors edition, especially not the electronic versions which grants more units and more weapons etc. That said collectors edition I dont mind if it included strategy guides, charts of the tech tree, little trinkets, stuff like that. Sincerely ~ Kongdej
There are some issues with the current 0.86, try playing with: Disabled Outlines (Should help your computer if its slow) Disabled Particle Effects (The devs have found a particular problem with particle effects in the current build, so better just leave it off) Disabled Pedestrians (Helps computer performance abit more) With Anti Aliasing Disabled (Performance too) The performance helping is mostly to help your memory actually, the game does not run perfect alas, i
[quote who="UmbralAngel" reply="4" id="3125851"]I think that this issue is also in MoM, but maybe to a lesser extent. It mostly happens when you play on Impossible difficulty since the AI cheats and makes tons of units. I usually just make border town with a large army to absorb all the attacks. Having good combat spells such as flamestrike, phantom beast, etc allow you end the battles pretty quickly. Even if this problem isn't totally fixed by the
[quote who="Frogboy" reply="11" id="3125649"]In Fallen Enchantress, by contrast, it's fewer choices but they are distinct and meaningful.[/quote] Oh? Sincerely ~ Kongdej
[quote who="feelotraveller" reply="2" id="3125454"]If the reviewer wasn't blatantly lying about being shown, by Frogboy, a spellbook with "literally hundreds of different spells", when do we get to see this marvel?[/quote] When we find the secret spellbook, hidden in the secret cave, which lies next to the secret mountain, which is in the center of the secret forest... Something like that :D (psst. Hint, I am joking ;)) I hope soon anyways, But I do hope the
[quote who="Bellack" reply="3" id="3125262"]Pioneer pack should be put into the game. In WOM I liked building Armored Pioneers[/quote] Having not played WoM I do still agree to this, atleast it would be nice if they removed EDIT from current pioneers if not. Something in the "same area" is "Sion's" have the same flaws, I havent gotten to use them in more games, but you have to edit the basic "Sion" before you can design new ones. Sincerely ~ Kongdej
[quote who="Humility" reply="46" id="3125263"]Performance is far more importian to me, since my computer isn't most powerful, but don't get me wrong, I do like outline. but it's just make my game lag...not like lag, it's turn me off, but good looking importian as well.[/quote] And that is why it would be nice if they include it to be able to turn them off, or if they declude them, then for more powerfull computer being able to turn them on. They allready have the
[quote who="Sethai" reply="5" id="3125261"]Isn’t this how it’s supposed to work already though? I thought the idea was that the attacker rolled a number between 0 and his attack value, and the defender rolled between 0 and his defence value, and the latter number was subtracted from the former to give the final damage value. Of course, in there as well is a bunch of arcane chicanery involving multiple dice for squads and a normal distribution for the random number generator, but I
[quote who="Cynjian" reply="26" id="3125205"] I think they are pretty close to a good mechanic though. [/quote] Funny, I think the current system is rubbish ^_^ Sincerely ~ Kongdej
[quote who="Vallu751" reply="1" id="3125113"]It's been said by the developers that xp gained is divided by the amount of champions in your stack. So 2 heroes getting ~50% xp is exactly as the devs have said. The wither thing is probably a bug. The spell probably affects the stats that are used in calculating what the base xp is. Why do you think the xp system is weird? Seems to be working exactly as intended with the exception of a small bug.[/quote] Hm, most
[quote who="Emperorjarin" reply="2" id="3121573"]The experience you see earned in the victory screen is the base XP given to all units. This XP is then multiplied by whatever bonuses your characters might have (like INT bonus and rings of wisdom). At least, that's how I've seen it working. [/quote] Tested this, And this happens to be true.. What a "Random" way to do things >_ Need to go through my testing again then :S. Sincerely<b
[quote who="Emperorjarin" reply="2" id="3121573"]The experience you see earned in the victory screen is the base XP given to all units. This XP is then multiplied by whatever bonuses your characters might have (like INT bonus and rings of wisdom). At least, that's how I've seen it working. [/quote] Having higher intelligence modifies the number shown, atleast at a single unit present in combat. Sincerely ~ Kongdej
Hi there, Have been spending time testing out the experience gaining system (OH GOD ITS WEIRD!) So far I have come forth with some conclusions: These are all based on combat. - Also, most of my testing I only noted Base XP gained, a big mistake, will look towards this in the next patch. Having 2 heroes in a group cuts the base XP in about "half", but not exactly, can be up to 10% off in any direction. Having non heroes accompany a hero does not lower the Base XP re
Hi there, when I cast growth on my champions, they become very very tiny (well, as in opposed to growing ^_^). When I cast shrink on stack of enemy units, only the front figure of the stack gets tiny, sometimes one creature in the targeted stack dies (was in connection to taking damage from aura of fire) Sincerely ~ Kongdej
ATM (as in my current game) the biggest penalty to city spam is the interface can only handle so many cities before stopping to show them to the left :) Edit: Funny how the game crashed as I was pointing this out ^_^ Sincerely ~ Kongdej
Reading through the rest of the proposals... I give up >_ Sincerely ~ Kongdej
Ok this post is too huge for my taste (I usually prefer people to break stuff up in several posts, also to keep discussions sorted). Comments on 1: 1.1 - (back to one tiled cities): Look on the forum, the discussion is out there, to break it short, some ppl like it the way it is (but still want some changes), and some people like one tiled cities... My argument is, I like the visual representation, especially if it is polished a bit more. 1.2 - (Defending Cities): Agre
Hello, I dont know you, But... WELCOME BACK! ^_^ Sincerely ~ Kongdej