The game, despite all its... imbalances, has kept me thoroughly engaged since it came out. One thing bugs me to distraction and I'd like to officially request its correction in the next or the following patch: monster spawn routines. Please make sure that 'sand brutes' spawn in deserts - not in arctic zones or marshlands; that marsh beasts spawn in marshlands and not in deserts, etc. Just for consistency's sake.
G.
That would be great if marsh monsters actually got some kind of advantage for marsh, or for desert monsters in desert, woods monsters got concealment in woods, etc.. but as of now there is absolutely no differences given to animals & their indigenous environment, so it makes no difference.
It's just generic "terrain" for graphics sake, the trees don't even block arrows. The best you get is some defensive bonuses, +25% or +50% for a small number of locations on the tactical board.
That and I would like to see, if possible, more of them...or is that the difficulty I am playing at? I never seem to be able to find mosters to fight and when I do I am usually unprepared for the fight. Like I am sending one lone hero to a city in my zone, respawn happens and bang...dead hero...
-Gizmet
Ha! that's what they're called! I couldn't remember the name but one of the little shits defeated a magic user & giant duo on a auto-resolve battle initiated by the AI. AND--it beat me in an artic waste though I didn't much thought to habitat I had 2 get another channeler, 2 giants, & a demonic ally to exact retribution
They would in squad leader
LOL, good one !! I wanted to add to your karma for that great comment, but I don't know how? .. there doesn't seem to be an "add to karma option" after clicking on karma?
... anyway, a very old example of a good board game that had RPG & strategy game elements was "Titan" made by AH back in the 80s. I loved that game & still have it in my collection. It's a collector's item now.
But, it had a game concept that monsters were "indiginous" to certain terrain types, so for example, a "serpent" in a jungle hex on the tactical board would recieve both an attack bonus and a defensive bonus (don't remember exaclty how much it was now, something like 16%, one out of 6 on a die roll), conversely, creatures "out" of their indigenous terrain, say a giant in a jungle hex, would be penalized by same amount. Hence a serpent in a jungle hex attacking an adjacent giant in a jungle hex would get a huge bonus, both in defence and attack, and conversely the giant would be weaker in attack and defense. The serpent would be more likely to win, but the giant is one of the strongest units in that game & would have a fair chance of killing the serpent depending on how the dice rolled.
This would be a very simple & perfect mechanism that should've been implemented in the game. As of now, tactical board terrain does little other than block movement, very occasionally I try to move a unit to a good +25%/50% defensive spot if conditions are right, but most of the time it doesn't matter since I level everything with archers & spellcasters.
... ok, I just noticed the little thumbs up icon on the lower left when you mouse-over the reply bar. It should be made more obvious, as it only appears when you mouse-over & I would never have seen it except by accident. So, you got +1 karma now !!
Yeah same here. If cover were even to play into it, it rarely matters since I generally use archers/cats/spellcasters to defeat opposition.
i used to play SL with a college roommate. He had alot of AH games. I am particularly partial to Star ship Troopers. That was the first game I remember taking tactics to a level beyond Risk. Lol--I tried to get my wife to play Axis & Allies---a fun game but not much depth or intricate strategy--great if you want fun superficial game play--but she still loves risk ( she has trouble grasping air, land & sea as a strategical action plan---but then again--how many guys can get a girl interested in this medium??) Did you ever play the Red October or Red Storm Rising series? I thought that was a decent board game--maybe not AH in depth but definitely a cut above RISK.
I remember you mentioned that you rarely go past turn 500. Same here--if I do, it's just to see what fine tuning I can do in the game. I find that the AI rarely contests me. e.g. in Civ, I have to beef up my defenses to allow my empire to flourish. If not, the AI is all over me. SO far in EWOM, the AI allows me plenty of time to establish a core city base--which means by often by turn 300, no matter what the other factions have--the game is over. I keep playing because I am still learning new aspects of the game and it continues to evolve.
Thanks for the karma btw.
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