marrying Janusk produces 'crappy' kids? Guess that depends onn what crappy, means. My soverign usually does this, andthe kids are awesome mages... yes, HP, etc are low... so keep them nehind the lines, and equiped with bows, for weh nmana runs out. Never waited for 'better' Husband material. Who have you found to be better at making 'better' children? What are their states like? thankls
ElanaAhova
yes, i finally worked out a way to get the building built where I want - and nbot have the map 'jump' under my cursor. Bring the zoom in so the city graphics are very large. then take cursor and put on over the intended site- dead center. have the site centered in your window/monitor. click fast... almosty laways works.
I updated on sept 20, and did not find any roadmaster traits... where do i look for this, please?
As of sept 20 update: Dynasty tree in many games , not all, get screwed up, and soverign is shown matched with a cradle circle. Seems to happen more often when soverign has royalty trait. One game, (wish i had saved it) had soverign married to one NPC, but in description, soverign was listed as "betrothed" to another npc. suggestions: Cloth map - set a toggle switch to temporally remove seeing units so user c
I have been reading the posts here for about a week now.... and the prrimary suggestion I have for the developers is to create a USER CUSTIMIZING PAGE: allow user to personalize MANY options in world about to be 'created' which soverign abilities, etc, will be avaliable, and at what cost. what spells will be available and/or 'unlockable' as game progresses, and cost of each specific spell. cost of units, cost of equipment... number
Another suggestion for ranged comabt units: archers, would be to create additional techs up the tree that 'unlock' improved bows, catapults, arbulesks (spelling?), etc. Also, allow archers to pin units they fire a volley of arrows / bolts at, IF the defender uses its "armor" -ie, defender uses heavy / metal armor to block incoming fire, it then loses movement and attack for next 'turn' or "two turns." Price of using heavy armore, shileds to block ranged f
I agree with you. Certain tile improvements (besides resources) should be allowed anywhere (maybe not mountains?) inside area of influence. Watch towers seem a likely candidate. BTW, improving a resource also lifts the fog of war around it....
When i am not playing EWOM (ver 1.0x = Cd from store), I keep trying to get stardock to allow me to patch and register my EWOM throught some other method. I do have my key number... but no real help from customer service so far....
I suggest one addendum: allow the self teleport to allow, say thoree or four individuals to poer with the caster.
Is there any way for me to patch my EWOM without using impulse? (ver 1.0x is really buggy crashy city) OR, could i just put the whole game on a portable hard drive, update it via impulse, at a public web accessing PC, and take it home, and move the updated game to my PC hard drive? anyone ,please?
About the land tax issue. If you want to avoid paying taxes every year on the lad, get an "alleuvial deed."
Oh and the bare skin against the armor, especially on those hot days, patrolling out in the desert and sun...
I would suggest several different teleport spells. Basic: self teleport (castor only). Party teleport (say, for discussions purposes: castor + up to 9 individuals (3 char + 6 soldiers / mix and match). Army teleport castor, chars, and soldiers, unlimited number...) Obviously, each one is more expensive, and harder to learn.
So, how do I get patches for EWOM?
Your characters can remove their armor, and the topeless men are 'interesting' so, what is the fuss all about? When wearing armor, it looks like armor. When in a safe place, casula rules. Its already in the game.
and it makes the horse warg resource more valuable...
One observation: These settlements are not 'cities,' like in MOM or Civ. They are 'settlements, with tiny populations. It takes a long timie just to get to viollage. EWOM is played on a different scale than those other games. Thats why the unique city tile system is so interesing, and i hope is not removed from the game in favor of a miore traditional approach. maybe I am better off playing ver 1.0x.. ?
I had not noticed this healing / regen mana issue. Is this true in ver 1.0x as well, or only with patches? I do agree that progeny should not always be better.. or worse.
Teleport is my soverign's most used spell. Next are the brilliance, etc on settlements. Next is the summoned bear as a companion for early exploring missions. Tactical? The hurl boulder helps... havnt tried the other ranged damage spells. (all ver 1.0x) Comment: When the mana, magic system is in better shape, modding the spells to create real choices with trade-offs will be awesome. Not uber spells, but magic with an u
green squares, or will open flat squares work?
Sounds wonderful that a new patch uis coming out. however, i still have no way to patch my CD version of EWOM. The advertising I read siad the interent was necessary ONLY for multi-human-player games. However, it seems I cannot download ANY patches UNLESS i purchase internet access at home AND then install impulse on my home computer. I don't. Need to be able to download patch to public computer (the has web access) and trsnsfer patch to thumb drive, and take por
Sarcasm? What sarcasm?
Me, too. We both have similiar problems because the player manual is so detailed and clearly explains how to play EWOM and how things work. The on-line manual is constantly updated wit each patch - so we are always dealing with a friendly user enviornment. NOT.
I posted elsewhere a response to this issue. Several suggestions: BTW I am playing ver1.0x as i can't downkload patches to ewom) 1) Actually have the soverign expend 'essence' to create / build each settlement. (the land doesnt support life, remember?) 2) Have a penality that increases with each new settlement established. BUT also: have ways to minimize (not eliminate) this penality. One key way to minimize penality is to have a
Settlements: 1) way to change name of settlement after creation (I like to note size of settlement in name "vliilage" "city" so i know how many squares i have to work with for buildings. Also conquer settlement - change name. Way too many settlements, suggest following: Increasing penality for each successive settllement created. Permenently consume some 'essence' of channler for each settlement when 'built.' and/or decreasing l