random_target

random_target

Joined Member # 680316
15 Posts 98 Replies 364 Reputation

One of the options in the build menu is to demolish. pick target building (not so easy with the current UI) and it's gone. As for caravans, the percentage bonus goes for the target city, so as long as you have even one city with decent base food, send all caravans to that city and you will never starve again...

13 Replies 3,861 Views

Techs: - Some of the techs are random, or at least less predictable than most, and will require you to spend a lot of research to reach them. Items: - I don't support the random items in stores. If I researched a tech there is no reason the appropriate item will not be available. - I think random magical items that are found on quests and can be used only by champions can help. AI, Agenda and personality:

7 Replies 7,254 Views

Adding special abilities to champions and the sovereign might solve this problem if some of the abilities (and resistance from abilities) will depend on different attributes including charisma. Of course, that brings us back to the suggestion of adding special abilities to champions...

10 Replies 10,570 Views

Like I mentioned several times, I think the goal is not necessarily to make them stronger, but to make them unique. The best implementation I can think of is the one done in other games: When a champion levels up, he has a choice between three random talents, possibly in addition to a minor stat change. Each type of champions will have a different set of possible abilities (some, but not all unique just for this type), but since this is partially random, there w

9 Replies 8,555 Views

[quote who="Darvin3" reply="13" id="2800196"] but as a concept, changing the world setting to fix a bug is not a good idea. But in the current world setting people don't age. Your children reach adulthood and your sovereign isn't even middle-aged. There's no real calendar in the game, so it just doesn't make sense to give unit ages in calendar terms. This is probably the best solution. Just remove all references to the actual passing of time a

17 Replies 15,365 Views

Because right now it can be hand-waved as a minor bug. Make it a fix, and you'll be forced to explain why you did it that way and what did it actually improve. A world that people don't age is not bad for a fantasy world, but as a concept, changing the world setting to fix a bug is not a good idea. World setting should be the guideline for the rules, not the other way around.

17 Replies 15,365 Views

I'll start with what I really like about this game: the resources. To be more precise, the lack of them. This takes the idea of "re-playability" one step further than any other game, since every game I need to adapt my decisions to the resources I have around me. If I start with a lot of gold, I might want the creatures I get from the "diplomacy" tree. With iron or materials I can spend the resources to provide better stats, and with crystals I develop magical items to

0 Replies 3,958 Views

Before moving to groups of heroes, lets improve individual heroes first. Parties can be like a group of 3 heroes symbolized as a single unit. It can be bonuses given to heroes as long as they are in the same group as a different hero in their "friend list". It can be a super-hero unit, with more abilities than usual to represent a party of different people. But whatever it is, it's pointless to really consider the options before th

4 Replies 6,617 Views

That will also work. It was funny at first to watch my 25 year old sovereign with his 20 year old child (ewwww), but it is easily ignored for game play reasons.

17 Replies 15,365 Views

I don't see how this can be solved if the goal is to age at the same rate. If the rate will be as slow as the grownups, you will probably end the game many times before ever using your first child in combat. If the rate will be as fast as the children, and you will want a realistic impact of age on the characters, it will only add weaknesses to heroes (who aren't that good now anyway). And it's not just the sovereign that has an age, it is a

17 Replies 15,365 Views

Yep. Sliders to determine resources, monsters as well as monsters behavior (preying the weak, protecting their area or suicidal attacks on cities) general map type (islands, continents...) is probably the best option. It will donate a lot to the goal of making the game re-playable many times, as well as allowing the player to choose their favorite game type.

19 Replies 15,024 Views

I probably missed the posts explaining these questions: 1) Where do I need to place the files I download so I can use them? 2) If I download and use a non-map mod, is it possible to pick in the new game menu which mods to activate, or will they all be "on" by default? And while I'm in the subject, two small requests regarding maps: 1) In the mods menu - maps section, when I click on a ma

1 Replies 4,111 Views

For now, download and play one of the custom maps with islands. Good chances are that you will not meet your enemy unless you want to.

4 Replies 5,353 Views

I disagree about the city bonuses from terrain types, I actually thing the lack of that feature is Elemental's strength. In Civ and many other similar games, the tiles mattered, but statistically, it didn't really matter where you placed your cities. Sure, some spots were better than others, and some spots provided strategic value, but except rare cases, the location of your cities didn't change much. Of course, it isn't a bad thing, since it provided th

13 Replies 89,110 Views

Just want to emphasize something: When I'm talking about UI, I don't mean graphics or effect, I'm talking about the simple meaning of "user interface". How easy is it to do a specific action? Do you have the necessary information when you need it? Are the controls intuitive? While graphics can make a strategy game better, UI can either save or ruin a game. Especially in TBS games, it doesn't matter if you can zoom in and watch the left nostril of your he

14 Replies 11,423 Views
Reply to No NPC's?? in War of Magic

No problem with the NPCs in my game. Janusk appeared as usual, and while still in the beginning of the game, I already found 3 wondering heroes with different bonuses.

4 Replies 2,208 Views

The idea is indeed intended to give more options for better bonuses. It gives more motivation and variety to research as well as giving the option to unique specialists by culture. As for the heroes, by itself, it does not change anything. Since the resources are global and not per city, and the bonuses are in percentages, the biggest bonus is given by putting the hero in the city with the best net production of his bonus resource. <p

4 Replies 6,371 Views

[quote quoting="post"] I find the few quests and trease locations in the game be immensely "boring" - bring army, visit quest location, collect loot. I would like to see; a. Multi-level quest locations - surface levels that an army can enter and a linked dungeon level tactical maps restricted to sovereigns, heros and summoned creatures. Defeat the creature(s) at the surface level so your adventurers (no army units) can

6 Replies 10,751 Views

I see a quest building, I go there with my sovereign's army, but I'm not getting any quest or any other message. The color of the hut in the cloth map does not change (indicating that it is still "open"?). This also happens if my quest rating is high enough and I think it happens only with lvl 2 quest buildings, but I'm not sure.

2 Replies 4,763 Views

When I think of AoWSM, I'm amazed by how something so small like a wall can add so much depth to the tactical combat. The combat system itself in AoW isn't very complex. With most units, you just move and attack. Even the special abilities like fire or cold strike didn't change the general strategy by much. But the walls did. The difference between defending a city, attacking a city and a combat without a walls were HUGE. Archer units were

12 Replies 17,278 Views

[quote who="Sethai" reply="6" id="2793839"]the OP's idea is a better way of doing trade as a food production bonus, but.... i don't think i'll ever be happy with trade being a method of producing food instead of generating income. i mean, seriously? total war does trade in a much more intuitive way, i will agree, though it doesn't have a good way of disrupting overland trade. personally i'd just make the production a constant regardless of caravan location, and then just

10 Replies 9,548 Views

Most of the problems here will be resolved according to the journals of what will happen in the 1.1 patch. For example, the bear does come late in the game compared to it's strength, but after global essence and maintenance cost will enter, the bear might be a good creature because of his low cost. Same thing with every comparison between summons. If one will be harder to maintain, the player will have two good options to choose from, one cheaper the other stronger. &n

1 Replies 3,171 Views