Martimus

Martimus

Joined Member # 651436
51 Posts 602 Replies 15,686 Reputation

here is another bug that I reported, although probably not pqrticularly well since I was using my phone: If you enter the option menu (small button on the upper left of the screen) during tactical battles and press escape to exit the option menu, you will exit combat entirely. No units will have been lost during the battle. If you do this during the AIs turn (you were attacked) then you won't just end the battle, but will end the AI turn entirely. I have been using this exploit to

157 Replies 112,060 Views

I tend to agree with you that the early game is frustrating. I have been restarting the same midgame save where I made it through the early going to get to the different endings, since I just dont want to play the beginning portion of the game again. I will say that I quite enjoy the late game, and like having tough monsters to kill at that point. It might be nice to have some tougher monsters and quests spawn as the game gets going, since those are the things that give this game flavor in th

29 Replies 40,504 Views

Am I the only one who thinks the end game is the best part of the game? The initial battle is frustrating for a non-war monger, but the ability to quest between wars helps immensely in the end game. The master quest was relatively well done and pretty fun as an alternative to conquering all. Also wars are nice in that you dont need to mop up the last guys, just ask them to surrender and gain a badass champion to boot.

8 Replies 19,647 Views

I dont think you need to change the game to get rid of the option for a stack of doom, since there are countless strategies that could be deployed to counter such a tactic. You could work units behind such a stack and take the under defended cities behind that stack. You could create muktiple smaller stacks to destroy the trade routes and to take any outposts, use spells that do damage to stacks on the strategic map, use spells to hinder that stack from even moving while you attac

32 Replies 46,785 Views

I found that if you click the option button in the top left corner of the screen after the AI attacks you (in the tactical battle screen), and press escape to exit the screen, the battle ends, the AI's turn ends, and it becomes your turn again. You can use this to avoid any fight you don't want to have with the AI. Once this happens though, the game will lock up where you will be unable to go to your next move. You can click end turn, but your turn starts again, and

1 Replies 3,957 Views

one thing you can do is to take the offensive against the weaker nations that declared war on you. This makes you stronger while you take their resources and cities and allows you to create more fighters. use these extra resources to take more cities from the weaker nations until you get strong enough to hold off the main enemies. Once this happens, you can usually turn the tide of the war slowly but surely. that is how I usualky handle that situation at least. I have t

41 Replies 48,005 Views

I stayed away from this topic for a few weeks because I was rather emotional about the change being suggested and seemingly being implemented, and I didn't want to act angrily. I figured I could program my own game the way I want it to be if they changed the parts of the game I enjoyed, rather than just complain about it. However, I decided to write up the way I would have designed the cities and their resources using the current setup. I posted it in the other thr

128 Replies 384,533 Views

I do think the idea of adding a square per level would work in the concepts of the game, but it is plain boring. The large cities look nice and make the game more personal than a small abstraction (or smaller abstraction) which just looking at the picture you posted looks really … well, boring. The initial picture of the current form large city looks much better. <span

82 Replies 123,612 Views

[quote who="TheOtherHorseman" reply="107" id="3126430"] I can understand the desire to want to preserve the current mechanic because it allows for better defense of resources and chokepoints, but I think that says more about needing better mechanisms for defending resources and chokepoints than it does about needing to maintain the current city construction system.[/quote] So you are saying that we should get rid of the mechanic we have that works fine, is fun, and makes sense, a

128 Replies 384,533 Views

[quote who="seanw3" reply="86" id="3120636"]Greetings Martimus. You seem to be passion about the game, but it may be the only thing we have in common. I do not try to persuade you a one tile city system is better, but perhaps I should explain the list I made before in greater detail. I seem to have understated many things. -More Detailed Tiles: You see, currently the number of objects a given tile can have is extremely limited b

128 Replies 384,533 Views

[quote who="seanw3" reply="54" id="3118891"] The benefits: -More detailed tiles [/quote] The tiles can be just as detailed when zoomed in as it is now. [quote who="seanw3" reply="54" id="3118891"] -Better game performance [/quote] This is likely true, although performance isn't really an issue now. I usually get crashes when I reload an older save and continue on that save for a while, but other than that

128 Replies 384,533 Views

[quote who="Bellack" reply="81" id="3120465"] Quoting sweatyboatman, reply 63 Quoting CHiZZoPs, reply 60 How about this: 1-Tile Cities with individual building screen, but on the map, an (up to) nine tile city is shown. How hard would it be to periodically render the city build view into a texture to lay over the area on the overland map where the city is, which would be a current depiction of what the city looks like?

128 Replies 384,533 Views

I am angered that this is even being considered to be honest. I like the game, although it is missing some of the great things about the original (population as a resource - fantastic idea; dynasties - also very fun). I don't understand why the best parts of WOM weren't included in this game, but it is fun anyway. I really liked the overpowered monsters in Beta 1 that kept races from expanding too much until they were strong enough to kill the monsters, and am

128 Replies 384,533 Views

I HATE this idea. I really like planning out city expansion to grab those extra goodies or block off areas of the map so that the enemies need to go through a chokepoint. The City snakes are a good idea, and they make sense. Look at actual cities developed during war time in ancient times. They also snaked and were built strategically to block off important resources from their potential enemies. I still don't understand peoples issues with this.

128 Replies 384,533 Views

I decided to cut to the chase and just take the last city from Magnar, with Magnar himself sitting outside the gate. Unfortunately after I did this Magnars army became invulnerable for an indefinite number of turns afterwards (I think I tried 5 turns then reloaded and killed him first before taking the city). What happened was that you could select to attck the Sovereigns army on the map, however the game would actually just move your army on top of the tile the sovereigns army is

0 Replies 5,819 Views

My debug.err is at the following link: http://pastebin.com/G0FQrNJD The save game file is: https://docs.google.com/open?id=0B8lBlL8TZwrWaTJpMTRCd3NRZFNfN1p5Skt3Vk5oUQ I cannot find the zip file that you mention in the instructions. I can't keep looking unfortunately, because my daughter keeps asking me to help her and I need to hel

0 Replies 2,887 Views

[quote who="mqpiffle" reply="15" id="3063111"] Quoting Martimus, reply 13 You still need to make choices with multiple queues. I know i never had all my cities producing troops at once, nor did I have them all producing buildings at once in WOM. You couldn't afford to do both, since you only had so many resources. The lack of the option miffs me, and to say that it takes away from the strategy is dumb in my opinion. It is a different typ

22 Replies 17,813 Views

You still need to make choices with multiple queues. I know i never had all my cities producing troops at once, nor did I have them all producing buildings at once in WOM. You couldn't afford to do both, since you only had so many resources. The lack of the option miffs me, and to say that it takes away from the strategy is dumb in my opinion. It is a different type of strategy, but it is a derived game mechanic that doesn't make sense. I HATE game mechan

22 Replies 17,813 Views

I have to admit that I really don't like how the game has made it so that you can only do one thing at a time - either build a unit or a city improvement. This simplification doesn't make any real world sense (Since you are building a building, we can't train any troops for some reason), and is too much like Civilization. Civilization has its place, but it is a very simple 4X game that even the original Gal Civ flew way past. I know I am not looking for Civilizat

22 Replies 17,813 Views