Nice find. :)
Das123
It becomes very difficult to manage once you have more than a handful of cities - even if it was working properly. I guess Stardock will need to think about a GUI tool to help with this after they get the mechanic functioning as intended.
I was hoping to just tweak the amount rather than having a boolean yes/no.
I downloaded your file and there is definitely an issue there. I experimented with my current game and found that after I started to construct a Monastery population went to shit. Before that it was fine. In my game when I started building the monastery the population went up by about 300 population. When I deleted it the inns and merchants were much more expensive than they were previously and from that point forward population in my game was broken. Monasteries break
[quote who="Magog_AoW" reply="22" id="2953063"]I've been trying to point out the greatness of AoW tactical combat since release of WoM (hell even before release), but for some reason it seems important for Brad to reinvent a wheel, end up with a square wheel and then patch it until it rolls. Hopefully we will end up with great TC, but the road to get there is unnessecary bumpy.[/quote] You haven't been alone in this regard. The approach Triumph took with tactical co
I had the same thing happen in my current game but I hadn't met the recipient of the remaining cities yet in game so I assumed it was through in-game ignorance. Enemy sov committed suicide by attacking a city I had recently conquered - alone against a large stack.
I'm not sure about monasteries (they seem largely pointless at the moment where tech rules) but merchants seem OK. I tested it early in a game where I had 3 merchants in different cities. Delete the first one gave me back 30, the next one gave back 20 and the last one 10. Also tried it with Studies, Inns, Monuments, Labour Pits and it seemed OK.
Is there a way to zoom in a little closer than the now default maximum zoom? Thought there would have been an option but couldn't find it.
If you have a party led by a champion and then have that champion leave the party, the next unit will take over leadership of the stack even if there are champions in it. The stack then can't enter notable locations until you have re-arranged it.
This has been an issue since the first beta last year but I thought I would post again about it. Units will use roads effectively to move across terrain but seem to choose to enter forests at half movement rate rather than simply move at twice the speed in open terrain 1 square away. You really can't leave units to move themselves to a destination if forests are close by.
I'm getting some delays like the ones described during Tactical Battles in 1.2c. Main world is fine. In Tactical battles it freezes on screen but will still try to process commands. When the screen unfreezes units are all over the place because of the clicking when the freeze began.
Huts should only cost 1 food but the real underlying problem is the card. Cards don't tend to update while you are building within a city so studies will show one population amount but cost another. Also, because the cards and calculations aren't updating, the game will allow you to over commit population resources which is a bug. It would be really helpful if the info card that displays on the lower right showed both the current cost and base cost, rather than
I think Pioneers are supposed to cost 10 materials but are showing at 40 by default. When you select a 'single unit' unit like the pioneer or the caravan, and then leave and come back, the initial display is per unit rather than per party. It will then also show the Peasants as a per unit cost.
I've been playing Battle of Wesnoth while waiting for the patch. The way they handle tactical battles is so damned simple, elegant, and effective. Their model is: 1. Movement action points are separate from combat action points. 2. If you can move adjacent to an enemy you can attack the enemy with full combat points. 3. Each unit can only attack one other unit in any turn. 4. Depending on the type of unit, its weaponry, its abilities you may have a
DsRaider is right on the money with this. Simultaneous combat is not a solution - it is just a hack-fix. The real problem is, as he mentions, the AI movement positioning, targeting and weapon tech imbalance. This step takes the tactics out of tactical battles and makes them all but pointless. +1 to you DsRaider.
[quote who="Frogboy" reply="9" id="2952345"]Fixing that citizen cost bug has been a huge pain in the rear.[/quote] I was wondering if some of the building costs were calculated on a world-wide basis rather than just a empire-wide basis. Looks like there were calcs in there that shouldn't have been - especially as different games seemed to have different cost factors. In my games it was 5x for the secondary level buildings. Actually, come to think about it, there were 5 factions in
Have the wolf quest bug and rampant population cost bug been addressed in this patch?
If simultaneous damage is introduced with the current HPs it will look bloody funny where each units attacks another and both die as a result. A real WTF moment. ;) Simultaneous damage is being considered to overcome the first-strike imbalance within the game which the AI can't handle. Please consider other options before just dumbing down tactical combat to solve this. With simultaneous damage turned on it won't solve the missile imbalance either. There has got to be a soluti
I've stopped playing until the next patch as well. The population bug is a real killer.
There are a lot of issues with tactical battles that mainly stem from the extremely small movement/action-point allowance and the consequent tiny battle fields. Simultaneous strikes would solve the the problem of the first strike but it would really just dumb-down the strategic element of the game even more. You wouldn't even need to enter tactical battles if this was introduced - you could just auto-resolve all the time. As it is at the moment all you need to do is make sure you
OK, found how to demolish buildings. :) I demolished a monastery and my pop usage went from 485 to 335. 150 population points! In the listing it said this should have cost 30 population points. I'll try demolishing a few other buildings and see if any others have the same sort of issue. Found a couple of others... Inns and Merchants are both supposed to be 10 population cost but are 50.
Sorry. Posted in support forum... 1. Abandoned villages don't show on 3d map. Can see them in cloth map. 2. Need a way to demolish buildings to free up population. Population is much more difficult to control now which is good as long as we have the capacity to manage it. 3. AI committed suicide by walking alone right up to a city I had recently captured from him. 4. No shard spells can be researched. I have both Air and Earth shards but can't research
1. Abandoned villages don't show on 3d map. Can see them in cloth map. 2. Need a way to demolish buildings to free up population. Population is much more difficult to control now which is good as long as we have the capacity to manage it. 3. AI committed suicide by walking alone right up to a city I had recently captured from him. 4. No shard spells can be researched. I have both Air and Earth shards but can't research any spells from these areas. 5. Te
[quote who="Thormodr" reply="18" id="2949232"]I think they should keep tactical combat. It was super fun in AOW and it still could be in E:FE. [/quote] I'm not in favour of getting rid of tactical combat - but I really don't see how Elemental could change enough of its model to come close to the elegance of tactical combat in AoW. Specifically: AoW is hex based, E:EoM checker based. AoW standard movement is around 6 hexes, E:WoM is 2
The problems that need solving are: 1. How do you make city spam a non-issue by making the game viable for players with just a few cities? 2. How do you stop micromanagement (deleting etc to make space)? 3. How do you make city specialisation a strategic element of the game? 4. How do you stop city sprawl on the world map? I like the idea of 'fr