StillSingle

StillSingle

Joined Member # 4051907
0 Posts 2 Replies 9,700 Reputation

Settings are set to: standard map size. 5 enemy factions (total 6 incl me, 3 Empire, 3 Kingdom), challenging world difficulty, challenging faction difficulty, dense monsters, standard resources, standard magic. I played as vanilla Magnar. Monsters seem to have a nice balance now, there is some stuff that can I kill solo from the get go if I burn a bit of mana, and there is stuff that I waited till I had a unit or two (ended up using another champion) to kill.

180 Replies 701,795 Views

Putting in a cooldown for the time it takes to train a pioneer would be just early game, and completely unjust mid-late game because you can have multiple cities train pioneers in the late game. Early game it takes ages to train a pioneer, so the spell wuold be better (3 turn limit assumed).

21 Replies 6,936 Views

LOL!! I love that tactic Glowing_Ember [e digicons]:D[/e] Sooooo much fun :P and unless they go to war, you can completely surround the poor little empire [e digicons]:rofl:[/e] But no..... we're honourable gamers..... we wouldn't gimp the system......well actually we would [e digicons]}:)[/e]

21 Replies 6,936 Views

Glowing_Ember has hit the exact same issue that I find with the spell. I was just thinking, even thoug houtposts are squishy, you can't actually destroy someone's outpost unless you are at war with them. Perhaps when the AI is more agressive, those far off outposts by them selves won't last very long. As for the road issue, I think there was a thread talking about the use of roads through enemy territory, should be disallowed. That would sol

21 Replies 6,936 Views

OMG. Uber UBER UBER powerful. Here is why: Only costs 30 mana. Available from turn 1 reduces the number of pioneers needed to train to the number of cities you want to fund ( No range limit on placement of the outpost allows my cities to spend time building warriors or city buff buildings No travel time to place the outpost vs pioneers having to travel from the city to w

21 Replies 6,936 Views

This is the order for what happens as is now: click to attack a unit on strategic map, pre-battle screen, map scrolls to next idle unit, tactical battle screen, finish battle, strategic window screen still at the other unit, battle results screen. Can we shift the selection of the next idle unit to the end?? So it happens after you close the battle results screen.

0 Replies 1,157 Views

Start of the game 1 or 2 pioneers depending on whether there is a shard around, then workshop. Always get shard harvesting if you don't start with it. Found a second city straight away. Try and found one city with max grain, and one city with max materials. The extra pioneer at the beginning should grab a shard, any shard, its just mana. The max grain city max out its production and then keep growing it with buildings to make it maximum population, you migh

69 Replies 167,930 Views

From memory, Beta 3 was addressing faction differentiation, however there were also improvements to game flow at the beginning (like letting you build on metal mines early, shifting +research techs early). Also, one of Frogboy's goal (correct me if I'm wrong) was to have your starting position (once explored) guide you in the direction of your strategy for the short to medium game. For example, if you were surrounded only by metal, that warefare tech tree is going to

0 Replies 1,242 Views

I'm not a proponent for complex Zone of Control (ZOC) mechanics, the simple ZOC that is currently being used for the tactical battles is exactly what I'm suggesting. On the strategic map, should there be a ZOC for the armies? Civ 5 implements the same simple system for ZOC, keep in mind though that in Civ 5 the tactical battles happen on the strategic map, not a seperate tactical map. Actions that using the ZOC system on the strategic map will effect: Harder

5 Replies 3,228 Views

[quote who="ambidexter235" reply="9" id="3094373"]One aspect of this which I particularly object to is the situation where Unit A spends it's movement points and ends it's move on the same tile as Unit B which has not moved yet this turn. Unit B won't move, since Unit A formed an army with zero movement points when it entered the tile. [/quote] Yeah this is annoying. Two systems are in play though. The first which is what my OP was about, the s

13 Replies 4,600 Views

I think see what you're saying ambidexter. Sounds like you think it should be on a percentage basis though? Ie, Unit with 4 movement in an army with 2 movement, the whole army moves one tile (so the army has 1 unit left, of 2, ie 50%), then you eject the 4 movement unit, and it would have 2 moves left (out of 4, ie 50%). Is that how you are thinking??? I'd be interested to know if anyone thought that it is actually better the way it is now for gam

13 Replies 4,600 Views

I think you'd be surprised Mr BingJack. I capped an enemy city (after I had the first road tehc that goes between cities), and boom! There was a road all the way to that city.... AND even better was that the enemy already had roads!! Guess what my army did [e digicons]}:)[/e] followed the road to riches!! and all at a faster pace than 2 :) Another way to strategise away from the disparity of movements between armies and champions, is to o

49 Replies 23,389 Views

I must have missed the discussion about this when WOM was being developed CdrRogdan. Do you have a link so I can see what the different points of opinion were?? Nathan E, here's the mathematical version. Ejected Unit Moves left = Army's moves left. This is true regardless of how many extra moves the ejected unit should have :( Oh, and has anyone realised you can't split an army after all movement for the turn? Would be nice

13 Replies 4,600 Views

I always keep forgetting to post about this, as it has been this way since the beginning of WOM. I don't know if it is a design decision or a bug. When you have a fast uni in a slow army. If you eject it before any movement is used up, the fast unit will still be limited to the armies speed. What the UI is telling me is that it has already used up any excess movement above the army's speed. I would think that the movement left that a

13 Replies 4,600 Views

I'm on side with Yazari here. He listed previously a whole range of reasons that I wholly agree with regarding the choices that will have to be made (after weapon balancing etc) when deciding on the composition of your army. I would like to add another small point though, Having a fast moving champion in an army could still be a good thing if they didn't lose their extra movement when exiting the army. Currently, if yuor Champion has movement of 4, and is an

49 Replies 23,389 Views

Your strategy sounds mathematically sound (and practical). Couple of things I'd like to add/point out/agree with: I agree that the negative traits for units, the cost savings need to be reduced or basis changed (ie from percentage to flat rate or visa versa). I can't remember how many constitution points you lose for the particular trait, but constitution matters lots after level 1. Can you check to see how much health those units have at lvl

30 Replies 98,352 Views