Would prefer that newly trained units would stay in their home city, rather than what happens currently in .85.
Nathan E
The entire unit is attacking as one but getting killed off individually. That is why the attack strength will go down after you kill off some of a units members. So it makes sense in a certain way.
Oh! Thats how I got so many of the same magical weapon. LOL
The 6 rewards thing was the rat quest bug. I'm not clear if the escape key closing quest windows is an issue or not.
The hide/retire stuff is also a little confusing.
The default pioneer can be edited to travel faster, see farther and also be cheaper to produce. [e digicons]:D[/e]
Was wondering about this myself.
It would also be useful to clearly indicate on screen when armies are stacked. I've killed one enemy army in a map square. Then gone to move into that square. Low and behold there was a 2nd enemy army in that square who had been temporarily invisible.
Caravans, foreign outposts and oddly built foreign cities all cause pathing problems in .85.
The AI hardly ever uses his spammed small units for defending his cities. Often they will be sitting in a square adjacent to the city. I wonder if the AI is getting messed up by newly built units getting ejected in really bad map squares? Its super annoying for me as a player, probably the AI doesn't deal with it well. Wonder if a quick change to the game, where newly built units stay in their city, would solve more than one problem.
I'm frequently seeing this, free items left all over the map!
The problem is that everything costs one point and so some custom race options are priced too cheaply.
I think it might be useful to have an "Allow idle production" checkbox available on each city's detail window. So when this check box is cleared and that city has nothing in the build queue, you would be prevented from going to the next turn until you filled the queue.
The animation for someone getting up after Titan's Breath is used has the same issue.
You can close quest windows with an escape key. I couldn't pay for the better refugee choices so I hit the escape key thinking I could go back to them later. The window closed and the refugee's were still on the map. This seemed to major problems with later quests. I solved the rat quest and it started repeatedly asking what reward I wanted. I got 6 rewards from doing that one quest.
I've been checking the forums repeatedly all week, for word about this new build. [e digicons]:-"[/e]
Woohoo can't wait for new version next week!
I've seen this too. It exists in version .77
At high resolutions (2560 x 1600) some parts of the user interface are quite small. In particular, the icons for your army units in the lower right are tiny. It would be useful to have "auto resolve no magic" buttons. Currently, I'm not using the two ways to auto resolve battles as it quickly wastes all of my mana.
Wow, I've attempted or briefly played turn-based games in MP before. Didn't know I was in such a small percentage. Thanks for laying out your reasoning Frogboy. If I want a fun multiplayer experience, turn-based doesn't even get considered. You have FPS, Action RPGs like Diablo, MMOs, RTS games to chose from. If I want something with hours of calm thinking, then I play something turn-based.
Having minor factions building up a single city, draws focus away from the major factions. It would be neat if minor factions were an entire separate race. A city composed of an alien people who were stuck at a certain level of development.
Please steal major elements from MoM. After the coming long wait, I'll be happy if something like a MoM2 is delivered.
That list looks like months of work.
OP thanks for the thread. Especially for the screenshots. Been a very long time since I played MoM. I needed a reminder of how Elemental compares to that classic.
Is multi-player going to be available next week?