ElanaAhova

ElanaAhova

Joined Member # 3321807
146 Posts 1,937 Replies 2,415 Reputation

tac battles played out by the PC? Actually, i think I might like this appraoach to tac battles. Too bad the game doesnt include a 'switch' that allows users to have the game ALSO allow user to play out the tac battle directly, in turn based mode, or unit based mode. But I like the idea of the leader giving general commands to units, and then, people being people, they do their best in the trenches...

276 Replies 677,990 Views

Tazgecko wrote me: Go to this link . It has all the information you need. JoeUser and WinCustomize are NOT attack pages. Stardock is working to resolve the matter. Thanks taz, there is so much to learn in thios web enviornment, and I appreciate you help... thank you so much!

56 Replies 123,492 Views

I think, if you want to do something a little different, you could have the streams run along the edges of the squares, instead of through the middle. This is an excellent idea. Then some rivers could be 'impassable' except at fords and bridges... others would be shallow enough to cross anywhere. And a new set of tactical issues to deal with, very cool idea.

16 Replies 12,855 Views

I love the response from the guys with the head tubes... when my influence base starts eating into their space... " may daughter just camback from a party at space station she had a great time, but it is YOUR station. I dont think we would look good wearing your human clothes. We like are culture the way it is, so stop it. If i'm strong enought I'll come after you, if i'm not, I'll just keep persting you..."

1 Replies 3,452 Views

I'm very happy to see the spreadsheet for cities... I feel so at home wth it... I hope the fine suggestions that everyone has made already, level up indicators, being able to see all resources, not just trhe "major" resource, etc. are implemented. I'm very happy, indeed. Thank you SD... the whole dev team!

83 Replies 131,270 Views

So much of what you have suggested sounds really good. I like it! Well thought out. The only concern I would have is the auto updating of units - and not allowing each user to decide how to armor /equip /etc. each unit. This seems to be a key part o9f your plan. Please help me understand what is the (are the) concept(s) idea(s) behind this auto upgrade decision? What are the trade offs, as you see it? I love the idea of elves...

12 Replies 9,771 Views

May I throw in a funny comment? Bug fixes? Send your SOV (with some helping friends), out and go kill those *** spider bugs!

10 Replies 7,739 Views

yes, EWoM has many optons, and is like an adventure, but takes a few turns for things to happen. Start your city next to fertile land. Get the court scribe to join you. Go visit as many of the level 0 goody huts nearby, scout the area for resources. tech? I go civ until I get irrigation. War, go for bows. When resources are found, send a pioneer to settle there. Lots of options. remember, when you raise the level of the notible sites, you

24 Replies 8,562 Views

Yes, i noticed the lack of rivers. I attributed that to the extreme dryness of the entire planet... evistated by the previous war. The patches of fertile land are really important for settlements to support significant populations. I suppose, over time, rivers might re appear as the land is healed by the channelers?

16 Replies 12,855 Views

I'm not a programmer. However, is there a way to create a treaty that allows one time, passage thru another SOV's area? A very inexpensive treaty. This is so necessary in early game, when an NPC gets caught between beography and another SOV's controlled lands. Only option now is a non agression pact -and many times, early game, they are impossible to 'purchase.'

4 Replies 3,054 Views

Hello Frogboy, et all. May i suggest this relativly simple adjustment to the battle screen, changing it from a one side moves, then the other, to a round system. Following that I have added some other items to flesh out -enhance the round system. Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotm

38 Replies 25,766 Views

I don't know how to start a topic, so frogive me if this is niot the correst place. I'm new to this forum stuff. I have played several marathon games of EWoM, and I have a IMHO well thought out suggestion for FROGBOY, the DEVELOPERS, etc re: fixing the tactical combat problem: Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotment. One side acts, then the

46 Replies 241,325 Views

Sounds like the 'twins' really don't like one another. When you put them together, they spend all their 'free' time caasting annoying spells at each other.. and have no mana left for RL. (LOL, just a fun back story...)

32 Replies 24,878 Views

untimate elemental wrote: "Thanks for the update. I hope multiplayer won't suck up too much of your resources. The main thrust of the game is single player and their are still bug fixes (out of memory crashes), ui improvements, ai improvements and balancing issues + magic system improvements + combat system improvements that need to be done. I hope those areas get the

53 Replies 261,415 Views

Another idea to alleviate first strike might be to have each side (AI issue here) give general orders to its units, (dig in and defend, assault, volley approaching units, etc.). and only allow user it change orders according to a frequency based on initiative,battle leadership skills, experience with leading battles, etc. If Multi-user game sever gets implemented, this would also be a handy way to do battles. basically, the idea is that in

38 Replies 25,766 Views

The idea of initiative for each unit would be wonderful. The overwatch concept sounds like it would add a great deal to tactical decisions - like it. Also, saving some cavs to opportunity charge? Also, the idea that higher level spells take progressivly (longer / more action points) to cast. And the caster's current level (how many above cast spell level) may shorten cast time for that spell?

38 Replies 25,766 Views

My workaround has been to post units to remove fog of war from the route. Ideally, some sort of optional escort that acompanies / built into caravanb(s) is 'historical' model. Wish we could assign units to 'patrol' as well.

12 Replies 9,462 Views

Yes, I love your ideas. may i suggest additions? Placing a child of the soverign (a royal) in a settlement improves some aspect(s) of the settlement (deprednig on abilities of the royal). Also, over time, (if settlement is kept safe from raiders, etc) creates/strengthens a loyalty bond to that royal (and their heirs). Should that royal be married into another soverign's line, then 'attacking' (not defending against) that soverign 'might' have co

23 Replies 78,777 Views