1. Build workshop, hut, study, study etc 2. Build a Peasant unit and leave in city. 3. Research Warfare --> Equipment 4. Design a unit with padded armour and a spear. 5. Build a few of these. 6. Keep researching until you have archery. 7. Build some archery units. 8. Congratulations - you have just won Elemental.
Das123
Traits are a good inclusion but each faction really needs tangible characteristics. If we aren't going to have unique units for factions then individual traits need to be nerfed (or ommitted) for some factions and boosted for others. Perhaps factions could start with some unique traits.
Looking good but the 4 HP looks to be a concern. Hope FE won't have the glass canon units of WoM.
I'm not going to expect a lot from FE until it can be seen and played. Wind the clock back 18 months and WoM was being talked up with an enormous level of expectation. For me now it is a case of once bitten - twice shy. I hope it is a great game but I think there is too much needed to change to get right. The racial diversity issue, as mentioned earlier in the thread, has not been addressed by the devs at all. God I'm feeling an ominous sense of dejavu.
I just bought a new game called Storm: Frontline Nation today. It is set in modern day but the way they handle tactical combat could be a good example for World of Magic. I could definitely see the modern units substituted nicely for World of Magic units. It is on a hex map (which I think WoM should have had from the start) but this wouldn't be too much of a problem on the current grid. Like WoM, Storm has a campaign map and when you have a battle you enter a special tactical comb
[quote who="Lord Xia" reply="11" id="2954243"]The big problem with having multiple units stack is balance. Simple solution a stack of 4, 8, or 12 should have the same attack score and armor score as a champion with the same armor and weapon with 10 stats. The only thing that should change is HP. And they need to be trained much, much faster. Do this and you can balance the game so much easier. [/quote] This summarises the problems with trying balance tacti
As we're in beta mode for the 1.3 release of the game I've been focussing a bit on what the issues are for me with WoM. Each version that comes out is certainly an improvement on the one before and while there are beta bugs that hinder the enjoyment I have to ask the big important question: When WoM is done, what will keep you coming back to play the game? And just as importantly, what factors will stop you from playing the game long-term?</spa
I'm trying to understand your system, Sethai, but I'm not quite grasping it (I don't think). Could it be summarised as follows: Food is an empire-wide factor that doesn't reduce. Empire-wide population growth is determined by (Food / Population) * Growth Factor Population itself is city-specific. The rate of growth in each city determined by number of houses within each city. Eg. A bigger city will have a larger share of the population growth
City spam (particularly by the AI) has become a problem again. But generally I'm in favour of the population concept once Stardock get it functioning properly and provide management tools to make it easier to gauge what is happening where. We need to keep telling ourselves that we are back in beta testing mode and not expect a polished system just yet. To me it doesn't look too far away before we have a balanced city building system. This is where I would love to see the popul
Nice find. :)
It becomes very difficult to manage once you have more than a handful of cities - even if it was working properly. I guess Stardock will need to think about a GUI tool to help with this after they get the mechanic functioning as intended.
I was hoping to just tweak the amount rather than having a boolean yes/no.
I downloaded your file and there is definitely an issue there. I experimented with my current game and found that after I started to construct a Monastery population went to shit. Before that it was fine. In my game when I started building the monastery the population went up by about 300 population. When I deleted it the inns and merchants were much more expensive than they were previously and from that point forward population in my game was broken. Monasteries break
[quote who="Magog_AoW" reply="22" id="2953063"]I've been trying to point out the greatness of AoW tactical combat since release of WoM (hell even before release), but for some reason it seems important for Brad to reinvent a wheel, end up with a square wheel and then patch it until it rolls. Hopefully we will end up with great TC, but the road to get there is unnessecary bumpy.[/quote] You haven't been alone in this regard. The approach Triumph took with tactical co
I had the same thing happen in my current game but I hadn't met the recipient of the remaining cities yet in game so I assumed it was through in-game ignorance. Enemy sov committed suicide by attacking a city I had recently conquered - alone against a large stack.
I'm not sure about monasteries (they seem largely pointless at the moment where tech rules) but merchants seem OK. I tested it early in a game where I had 3 merchants in different cities. Delete the first one gave me back 30, the next one gave back 20 and the last one 10. Also tried it with Studies, Inns, Monuments, Labour Pits and it seemed OK.
Is there a way to zoom in a little closer than the now default maximum zoom? Thought there would have been an option but couldn't find it.
If you have a party led by a champion and then have that champion leave the party, the next unit will take over leadership of the stack even if there are champions in it. The stack then can't enter notable locations until you have re-arranged it.
This has been an issue since the first beta last year but I thought I would post again about it. Units will use roads effectively to move across terrain but seem to choose to enter forests at half movement rate rather than simply move at twice the speed in open terrain 1 square away. You really can't leave units to move themselves to a destination if forests are close by.
I'm getting some delays like the ones described during Tactical Battles in 1.2c. Main world is fine. In Tactical battles it freezes on screen but will still try to process commands. When the screen unfreezes units are all over the place because of the clicking when the freeze began.
Huts should only cost 1 food but the real underlying problem is the card. Cards don't tend to update while you are building within a city so studies will show one population amount but cost another. Also, because the cards and calculations aren't updating, the game will allow you to over commit population resources which is a bug. It would be really helpful if the info card that displays on the lower right showed both the current cost and base cost, rather than
I think Pioneers are supposed to cost 10 materials but are showing at 40 by default. When you select a 'single unit' unit like the pioneer or the caravan, and then leave and come back, the initial display is per unit rather than per party. It will then also show the Peasants as a per unit cost.
I've been playing Battle of Wesnoth while waiting for the patch. The way they handle tactical battles is so damned simple, elegant, and effective. Their model is: 1. Movement action points are separate from combat action points. 2. If you can move adjacent to an enemy you can attack the enemy with full combat points. 3. Each unit can only attack one other unit in any turn. 4. Depending on the type of unit, its weaponry, its abilities you may have a
DsRaider is right on the money with this. Simultaneous combat is not a solution - it is just a hack-fix. The real problem is, as he mentions, the AI movement positioning, targeting and weapon tech imbalance. This step takes the tactics out of tactical battles and makes them all but pointless. +1 to you DsRaider.
[quote who="Frogboy" reply="9" id="2952345"]Fixing that citizen cost bug has been a huge pain in the rear.[/quote] I was wondering if some of the building costs were calculated on a world-wide basis rather than just a empire-wide basis. Looks like there were calcs in there that shouldn't have been - especially as different games seemed to have different cost factors. In my games it was 5x for the secondary level buildings. Actually, come to think about it, there were 5 factions in