Same here. Its really making me cringe to see two large stacks get one hit in each and both die.
Das123
Thanks for the update Brad.:) If any of the reason you are working on WoM is because you feel you need to keep your word to us (delivering two great games) - then I for one absolve you of any such need or responsibility - at least from my perspective. At this stage if your involvement with WoM is going to mean the FE will be less than it could be then please shift your focus. As you say in your post, FE was anticipated to be much less than it currently is. Sounds like that is where th
Gildar and population are comfortable in the games I'm playing - but not rampant. But every few turns I run out of gildar (recruiting and purchasing in the shop etc). I'll have to try out your mini-mod and compare. :)
Can add a little more to this now. After attacking, the target of the attack will be killed and disappear from the screen. But the icon for the unit remains on the right hand border and the game still thinks you can attack the square - except it won't take any further actions other than auto-resolve.
Every so often I'll have a situation where none of my units can perform any actions. They can all be selected and movement allowance is shown on the ground. I can also click on any of the allowable actions in the unit toolbar. But no action (combat or movement) can be performed. The only way out that I can find is to end the turn. Next turn I have full actions again.
Sorry but I for one am really enjoying this limit to building for a number of reasons: 1. The rest of the game is proceeding at the same slower pace so you can still build armies etc and fight but at a lower scale. 2. Gold has now rightly become a major limiting factor. If you could build exponentially then very likely you would run yourself bankrupt. 3. World resources are now much more important because of these limits. The early game is now very different than what
I agree that this is easily the best version of War of Magic and many of the game elements are meshing nicely. Here are thoughts on Tactical combat (which I see as still a major problem with the game). I'm enjoying the pace of the game and other than keeping the housing levels up in cities, I'm no longer feeling like I need to spam building. This is particularly enjoyable because it makes you consider WHEN to place
The new build is much better than anything that has gone before. Cities, money, food and population all feel good now. You actually have to think if/why you're going to expand and what buildings you are going to build. The big glaring problem now is the numbers used in tactical combat. Basically it isn't fun because the balance is so far off. I'm not going to go into terrain, line-of-sight, etc. I'm not even going to go into weapon types (blunt vs sharp vs impact etc).
Unless the object model for the code is completely screwed, coding the AI is a completely different task (mainly maths) to showing the result on screen (the job of the engine). And we are dealing with a really simple grid with extremely limited parameters, and units with similarly really simple parameters. The math to work with these objects should not be as difficult now as it was before object oriented programming came in. It sounds more like the engine doesn't have a us
Still no sign of an updated file here on Impulse.
- Population bug hasn't been fixed. Merchant in second city costs 56 population. - Pathing still through trees. (Will this ever be fixed???) - Can still spam studies. Although $$$ cost is now a disincentive to go overboard. - Hate that tech is still what this game is ALL about. - Pioneer looks the same to me. + Like the money changes. Harder to expand. The following is a bit of a rant about the process... Can you pleas
Population is bugged at the moment.
Derek, your comment about Tactical Battles needing to be fast has me quite worried. I really believe that this focus led to the poor tactical battle application we currently have in War of Magic. Also, the problems you list don't really sound all that big as far as getting the AI to act effectively (or even half effectively). As has been highlighted in a previous post, the logic shouldn't be too difficult. Even the old Age of Wonders battle scenario shown on the previous page
There are a lot of things that would have been great to see in Elemental - and there are a lot of things in Elemental that shouldn't have been added at all. It seems to me that the engine was basically designed and built to suit the original 'Wouldn't it be cool if...' phase. So many 'Wouldn't it be cool if...' things were added it became unmanageable - which is why we're still stuck in basically early beta. It is disappointing that so many essentials h
I find that with a few games. :) Main one for me is MineCraft followed by Distant Worlds. Funny thing is they are the two best games I've played in the last 12 months. :D
[quote who="Sethai" reply="46" id="2956441"]I've definately witness "trait creep" in other games. For example, in the total war games it is a frequent ocurrence to have characters with ~20 traits that no one ever bothers reading.[/quote] I think a good example of traits done well are the old Kohan games. You had parties of base troops (cavalry, infantry, missile etc) and could only add up to 2 specialists per squad. The specialist gave extra bonuses such as movement, defence, etc.
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.
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