seanw3

seanw3

Joined Member # 2990919
3 Posts 1,220 Replies 30,228 Reputation

I just made it to the end game with my wizard strategy and boy did things pay off. I had been doling out every bit of my sov's essence to heroes and only leveling their inteligence and essence. After several hundred turns I have about twenty wizards, each with the best summoned creatures, fire based elementals and I am quite honestly unstoppable. I don't even need a regular army or realy to send my wizards outside of the city gates. I had envisioned such a life for my kingdom since be

0 Replies 967 Views

Here is some examples of how I made buildings fill the city as opposed to just connecting things with roads. I feel roads wouldn't make sense for this kind of fantasy game, we tend to forget that roads were primarily an afterthought in most ancient cities. Here is a grouping of three buildings I have finished so far: http://screencast.com/t/YWQ1Y2NlYzg I am wondering how many people I should use for each tile. <a href="

3 Replies 1,871 Views

Don't you dare recomend a simultaneous attack system! [e digicons]#:([/e] The real issue here is that the first attack usually kills the attacked. What we need is more hp to make it so that one hit will damage but not totally kill an opponent. This solves the issue with weakly armored units killing heavy knights and it makes the first hit matter less without erradicating its strategic usefulness from the game. The AI will function better with more hp, as I have

30 Replies 20,402 Views

If you don't want too many cities in your kingdom that is a personal choice of how you run your kingdom. So, just don't build alot of cities. I do agree that the AI should follow and that at least 500G should represent the cost of making a new one, but it seems too constricting to increase the build distance forcefully. As things stand, a single city can take up a huge number of resources, so it doesn't make much sense to build close, unless you are cropping hamlets to get a high level of mil

21 Replies 18,123 Views

I have been doing a lot of tile creation lately and I think there are a lot of important things we should all share with each other. The least apealing part of the vanilla cities is widely agreed to be the abyssal style spaces between one improvement and another. I recently noticed that we can make a 1x1 tile that spreads itself over a 2x2 space, creating no gaps between tiles. It seems an odd mechanic, but I worked out a way to get my whole city to feel big a and robust by making sure that e

3 Replies 1,871 Views

I am still playing with the tile editor TBH. I have't time for such silly things as playing the game. I have only finished rebuilding three of the basic inmprovements. The game is going to change so much in the next few weeks I plan on really playing until they stop updating.

14 Replies 546 Views

I have been extensively testing combat and I have found it to be both the best part of the game and unplayable in many respects. For one, counterattacks seem to causing crashes as well as AI uses of certain creature spells (spiders are the crashiest). The biggest problem is that heroes are unable to gain enough constitution to survive a single strike from an enemy of the same level. I suppose that we have levels in the game to get a quick glance at who is going to win a figh

1 Replies 3,319 Views

I have been extensively testing combat and I have found it to be both the best part of the game and unplayable in many respects. For one, counterattacks seem to causing crashes as well as AI uses of certain creature spells (spiders are the crashiest). The biggest problem is that heroes are unable to gain enough constitution to survive a single strike from an enemy of the same level. I suppose that we have levels in the game to get a quick glance at who is going to win a figh

0 Replies 525 Views

It sucks that this causes all heroes to become wizards, as a melee is an epic joke. I wonder if this is a memory concern or a programming difficulty. Also the heroes need more health. I am thinking of making this my first mod. -Elemental: War of Magic: Useful Heroes-

3 Replies 2,651 Views

I am sorely disappointed with the current 0-20 damage I get against an enemy. I realize this will statistically give a middleground to an attack rating of 20 so that it does 10 damage on average, but it tends to let heroes die, unheroically. I think a base attack and defense would allow more survival for my most precious units. A random bonus to the base attack is a good idea. Criticals are good too. The current way is just not fun. I hate to be like this but change it or I will. [e d

3 Replies 2,651 Views

So we are only a step away from being able to raise zombies with one such structure and a little magic? [e digicons]:smitten:[/e]

13 Replies 60,478 Views

I have to say the potential for me to mod this engine makes me wish I had never read this thread. [e digicons]#:([/e]

20 Replies 14,540 Views

Some resources already work this way in Beta 4, if they are in your territory. I don't know if it makes sense to allow wilderness resources to benefit anyone as it would imbalance the current city structure. Best of luck on trying to mod this in though, I'd like to see how it works. [e digicons]:thumbsup:[/e]

11 Replies 43,692 Views