The fix for the problem has been released.
Gwenio1
To fix teleport, it must first be possible to counter it. Otherwise short of making it cost so much it cannot no one will use it the cost will not offset its effectiveness.
[quote quoting="post"]I started a game on easy and medium map with 1 opponent. As the game went on i came upon an enemy pioneer about to claim territory i wanted. We were not yet at war so i started the war by attacking the pioneer. After killing the pioneer i suddenly had millions of guildar in my account? I suppose this is fun, and it is good to be able to get loot but how come the AI carry so much guildar?? Will the AI not function the same without this funds or are these funds
[quote who="Tserrof" reply="9" id="2797881"]Have you played MOM? Did you always go for the Paladins because it was the best choice? Never tried to win with the swordsmen and archers or cavalry? If you only play one way then you are a parrot or a monkey. Your real complaint would seem to be that in order to win on higher levels you have to doomstack to overcome megahitpoints. Which I suggested outfitting the leaders for free, buffing the armies for free, and free s
To link a resource to a city, build buildings in its direction till it is linked. You can see how close the buildings need to be by holding the cursor over where it says "not linked".
[quote who="Tserrof" reply="6" id="2797849"]Maybe I should make myself plain.[/quote] Let me make myself plain. I was refering to just the quoted part of your post, and saying why the gameplay needs to change. My last post had nothing to do with your statements regarding the AI. [quote who="Tserrof" reply="6" id="2797849"]PROPERLY DONE CHEATING LOOKS LIKE GOOD PLAYING BY THE AI.[/quote] It does, but coming up with enough cheats to not be repeditve and
[quote who="Tserrof" reply="3" id="2797803"] So what everyone is complaining about is their lack of willpower and selfcontrol? They want it hard wired into the game that they have to play the perfect way that is not fun enough for them to play on their own? Do I have this right? If they won't play it now they won't like being forced to.[/quote] It is a strategy game, which means your are to try and find the best and most effective way to play. If the best way to play&nbs
The ability to create events in the map editor. Currently there is a stub that allows you to add triggers and their results, but you cannot define the effects of the results without filling in the XML manually.
You may want too look at the XML for the healing items that can be purchased at shops.
[quote who="Bellack" reply="115" id="2797412"]Well if you are going to a global mana pool then please do it in a simalar fashion to AOW:SM. Where every turn mana producing resources and the Soverign generate so much mana a turn and it goes to the pool. So if you had total mana generation per turn of 50 then that would go to the pool and build up each turn unless you cast spells or have upkeep which drains the pool. It would really suck if the mana did not accumulate each turn but simply
[quote who="Goontrooper" reply="3" id="2797253"]By removing 0 I was able to get a technology to have multiple requirements. However, after researching the first of two requirements, the technology showed up in its own category. When I researched that category, the technology vanished from the list, but I did not get it. When I then went back and researched the second requirement, the benefits of the final technology became usable. Hm.<br
http://www.mediafire.com/?67822kn29g2643h http://www.mediafire.com/?44ppihipeffqmhf http://www.mediafire.com/?wp0771uj119cj3h Three saves from a game. The first is about at mid-game, and is likely to be the most useful. After that things get rediculous when the AI starts sending mobs of catapults and out
[quote who="CinCing" reply="5" id="2797089"]Great, thanks for the info. Any idea when the next update will be out? [/quote] It will be Thursday unless a problem comes up.
[quote who="Fearzone" reply="127" id="2797027"]In the climax of the move Unforgiven, Clint Eastwood (Billy Munney) walks into a bar, where in the window lies the dead body of his buddy, Morgan Freeman. Gene Hackman, the sheriff of the town, is there with his goons. Clint Eastwood asks who the owner of the bar is, and the bartender steps forward and says that he is. Clint Eastwood shoots him dead point blank. Gene Hackman curses Clint for shooting an unarmed man.
[quote who="Tasunke" reply="124" id="2796892"]Is there a goal to ever go Tile-less? As in Maps "similar" to King Arthur, Total War, etc where there is an actual slope gradient to all elevations, various impassable terrains, various Forested/ hide-able terrains, and the possibility for City walls? I rather like turn based ... but I feel we don't need to be limited to tile-based (at least if we're talking about Elemental 2) + the possibility of WeGo
I might be good if units got a chance for a 'free hit' (that might use AP, but if so it should be optional to take the chance) whenever an enemy moves out of an adjacent square (even if it is moving into another adjacent square), making it hard them from running passed the front line a beat up on archers and spell casters. Then flanking would be going around the front line as it usually refers to in large battles.
They should implement 'dowery' or payment to decide who gets to have the couple, so the side losing a champion gains something in the short term. Also, every thing should be in one screen for diplomatic interactions to allow more complex trades / deals.
Making distance (and maybe height) a factor and including obstructions (which could include units, even friendly ones), would greatly help in making archery not overpowered. In this regard Age of Wonders: Shadow Magic does well, and it makes possitioning troops way more important than most other games. It also shows the modifiers (height, range, and obstructions) for your attack and the path the projectile will take / what it may hit instead of the intended targe
The only things that would need to be added are: a method to select a tactical map for an encounter (maybe possible, but if so it is not used) and a way to limit who can be in the encounter. Multi-level can be emulated by having a dialog to select to proceed to the next layer I would imagine.
[quote who="gsitetfs" reply="21" id="2796707"]Elementium certainly isnt plentium in the game . Theres a quest that gives Enchanged Armor which has good defence, and after some research you get the option to buy Elementium Kalamazoo Sword that costs - 12000 goldozers . Havent encountered a quest where you get the sword.. I would have sold it to get 1/4th of that gold.. [/quote] There is a way to get a far better sword from the Master Quest that give 50 attack and 10 combat sp
[quote who="Wintersong" reply="8" id="2796448"] Fire spells should not harm fire elementalsThe Master of Fire cannot use his knowledge to disrupt the natural flow of a Fire Elemental and harm him using his own element? I could accept a "no" with a newbie channeler but a devoted channeler of an element should do "impossible!" things with it. That would suppose some kind of specialization system with proper "rewards" for it. [/quote] Like being able to cause it to ex
[quote who="ElanaAhova" reply="9" id="2796510"]BTW, for those of you who have used BOTH Notepad, and visual studio express (c#): WHICH do you find easier to work with? Notepad, or Visual Studio Express (c#)? Does someone have a link for Visual...? Thanks again... [/quote] Notepad++ is faster. Plain Visual Studio (2010) with no extentions is painfully slow at times on my gaming / development setup. You would only need one of
The advatage of allowing the placement of troops during a 'tactics' phase over assigning outside of battle is then each tactical map can define where the troops can be placed, which can be a good thing for TC maps with interesting designs.
[quote quoting="post"]Large is for those that want a epic scale. Yes a city page would be nice but don't hamstring the game because whiners don't understand the concept that too big is for those that like it to hurt. The biggest problem with distant cities around a single resource is the lack of attacks. Make me fight for it. I try to be scared of 4 monster groups around a outpost but they are not going to attack. Local monsters should attack till I wipe them out. Large is S
[quote quoting="post"]TBH, I do not see the point of sending off your kid to marry into another faction. I'd much rather use them as channelers to lead an army. What am I missing? [/quote] You have a chance to have their offspring return to you when they grow up.