Showing 1-20 of 53 entries
Nov 11 @ 6:44am
In topic Thinking of buying... But...
Crashes and bugs are very rare for me as well. I would say it's really worth the money they are asking. It has some really good game play that you cannot find in other tittles. The larger map during battles is a real improvement and there are some new interesting units as well as heroes. My one dissapointment is the campaign lacks. But playing in sandbox mode or just with the maps is good.
I get what you guys are saying about not really needing 2 heros of the same class but with the way they level up the two heroes become much different. Lets take the Warrior for example. One path at level 10 (the slayer) gives him the archery ability and makes him more like an Archer and another path (the dark night) kind of gives him the vampirism ability where he drinks the souls of his opponents. The Warrior can also gain promotions that increase the combat ability of his troops like the Commander and the Commander can also gain the archery ability. So they kind of become much different anyways. I know in most cases it's not practical, but why not just let the player decide on what strategy is best to use during play instead of forcing you through uneconomical means to conform? Part of game play is experimenting with different things like maybe trying two heroes of the same type out.
The developers should consider implementing two improvements to the search function of the game. Tow things should be done. Instead of heroes being the only way of searching provinces in Eador the game should have a function to gradually reveal the contents of the provinces. This is how it would work. Each turn a tiny amount of territory would be revealed automatically in randomly selected province's. Lets just use 1% per turn of every 5th province you control as an example (I am not sure what a good balance here would be I am just throwing numbers out).

Why would this be an improvement?

Well firstly it is very tedious and difficult to search an entire shard and even using a slow gradual revelation of the provincial contents would make the game more interesting by giving players a larger selection of locations to do battle with. Players would receive a message such as “The people of Brigand Shore have discovered a Thieves Guild” or a “Dragon's Den". This could be implement as an event so no hard coding would be needed. The function of gradually revealing the contents of provinces is not meant to replace searching but a supplement to it. Also with a low level setting of this function only a small percentage of the total provincial locations would be explored/revealed which I think would improve game play.

Secondly any province containing a hero in it would get searched automatically (if the hero is not engaged in another activity) by the search % now used. Basically whenever a hero is in a province they are automatically set to search as a default (no command or mouse clicking necessary). Also the heroes experience level will continually increase as if they are searching. Again the increase in experience would only occur if they were not engaged in another activity such as clearing out a location or involved in a battle defending the province and so on. This would save some unnecessary mouse clicking, help keep the player focused on what is fun in the game and potentially reduce the amount of code needed. No need for a search function or a reminder that your hero has not been assigned. Less code, less bugs, quicker compile times, happier customers.
@sjpaladin.....Yes I have used the Scout as well as a Warrior at times for my second hero because of the facts you mentioned. I personally am a Commander type player and enjoy that particular play style. On larger shards I like the Wizard as my second hero. It seems between the two of them there is no army or dungeon I can't get through. Back to the post question what I am trying to get at is that by eliminating the high cost of a second hero of the same type you can increase the replay value by giving the players another option in their strategy. And the added replay value is not only needed in this series it would not take much coding to implement so you can get a lot for a little. Even if the strategy of using two heroes of the same type turns out to be a big nothing burger. It would be interesting to try and see what comes of it. Some players might really like it.
Wouldn't that be cool. Random worlds to conquer just like civilization but in world war 2 style combat. All the nations random in size....would just be awsome. I'm just tired of world war 2 games....either in Europe or the East. It would be neat with some fresh worlds.
Shouldn't a game allow the player to choose their own strategy? If I wanted nothing but Wizard heroes shouldn't that be my prerogative? Don't forget just because you recruit a second hero of the same type doesn't mean you will keep the same promotion path when he is leveled up. So with all the crossovers what difference could it make? I can't see any balance issues by having more than one hero of the same type. In my opinion it just takes away another possible strategy to try when plying the game. So why the prohibitive expense put on a second hero of the same type? The second item I think is poorly balanced is the cost tearing for new heroes. The first one is 100 gold/10 gems. The next one is 500 gold/50 gems and so on. I think the cost tearing should be more gradual like maybe 200 gold/20 gems for the second hero, 400 gold, 40 gems for the third and so on. When I play economics determines whether it is worth while fielding another hero. In the early game it is rather expensive to try and have a second hero. The supporting cost of the army is over whelming. A level 0 hero is pretty useless without an army. The most he can do on his own is explore and will most likely be ambushed by bandits. I think both of these issues take from play and do not add anything to the game. To sum it up I think it would be better to allow players to determine the type and number of heroes they would like to field. Inevitably the economics of the game will come into play to address any balance issues. What's better to field in the short term: 1 Hero with good units or two heroes with cheaper units? It would be better from a players perspective to let their starting position dictate their strategy and decide how important it is to field additional heroes. Also as the game progresses to keep it from stagnating more heroes are needed. Perhaps there is a better way to address spamming of heroes. Limit the maximum amount of heroes to the size of the shard/empire.
Nov 7 @ 9:54am
In topic Other modern campaign based TBS?
Eador Masters of the Broken World and Eador Imperium. The best tactical fantasy games out there....My opinion but they both are real gems. Community response is overwhelmingly positive. They are on steam and really worth checking out.
Nov 7 @ 9:50am
In topic Avoiding warbanner for now!
@Jfoytek....I hear what your saying about games on rails....not my style either. Thanks for the info. I will keep an eye on this tittle and hopefully they see the wisdom in an open world map. I think Eador Imperium is probably a better buy.
@AndreanDW....OK here is a lot of what is missing:

Karma is not there.....

Developing your hero is not there.....

Alliances are not there......

Hiring another hero and developing his traits to where you want is not there......

Yes you can hire mercenaries....but it's cost prohibitive because you don't have a chance to develop the economy which is another thing that's not there....Also you are starting with level 0 or maybe level 1 troops if you hire the mercenaries.

So we can say about 75% of the game is not even considered in these scenarios. These were big parts of the game and to some if not most players some of the best parts of the game. Perhaps a better way of presenting this campaign could have been to start with the 2 heroes, a few tier 1 units each and some basic equipment and maybe just the 5 surrounding provinces with a smaller amount of gold and gems. At least all of the important concepts left out would be brought back in to the game. Let the player decide how they are going to accomplish this task. That's what game play is about.
I just can't seem to enjoy this new Campaign. Maybe I just don't get it. I don't mean to belittle the game or developers. I am hoping that some constructive criticism from the players can put this game back on the right track. The first part you are going through all these “weird villages” questioning the populace. Some of the villages have one of the seals and there is no real way of telling. As far as I can see this is randomly generated so using any type of logic is not going to help which is really saddening. This is akin to playing Pokeman Go. You end up fighting boring battles with the locals or a really weak army sent by the queen. If you manage to get 4 seals then you are notified that the castle has what may be the clue to your last seal. When you get to the castle you are then sent to the 2nd part of the campaign which honestly I have not completed nor after giving it a whirl am I going to bother trying to complete. I just don't think I could stomach the repetitiveness of it. Again I just don't get it. You are stuck with a given situation and heroes/units you may not like to use. The battles are very repetitive, walking dead after walking dead, liche after liche....just 90 turns of the same thing. All of this is done with a time limit in turns. Firstly it is terrible to force players into a situation rather than let them develop their game. The whole gist of strategy and role playing games is development and the path to victory you take. Without this you have “NOTHING”. There is absolutely no play value in this campaign after you complete a mission and frankly the missions are set up to be boring. It is much better to let the players decide on the type of heroes and armies they are going to or want to use. The fun of the game is to figure out the best way to accomplish a task rather than working with a given situation. Why can't the developers get this simple concept. In MOTBW the campaign allowed the player to decide on who and what to use. Nothing was forced on you and it was pretty much open for the player to decide his strategy. I cannot emphasize how important of a concept this is for strategy and role playing games. The developers pretty much have it backwards by trying to make the story the game rather than the story being the back round of which the game is played in. Very dissapointed and I think a lot of effort has been waisted here. All the good concepts that worked and players loved in the previous campaign in MOTBW are ignored and somehow the developers think this is going to lead to some success. I am interested in what other players have to say, please respond.
I just experienced another weird event? I am playing the Epilogue campaign on the second map. I was fighting against a Liche and the Liche placed an Air Sheild spell on one of his Ghouls. I had a Cleric and cast the dispel at the Ghoul twice. The second dispel spell converted the ghoul to my side? After the battle was finished it showed that I had lost a Ghoul. Keep in mind that i did not have any spells to create a Ghoul. Also one of my Elf Druids was missing and I never lost a unit in combat. Anybody else experience something similar. Is this something the developers need to know?
Nov 1 @ 6:01am
In topic question for AndreanDW (lol)
I tried the first map with the Wierd Villages. All I can think of is what were the developers smoking when tey came up with this. To take a finely crafted game like Eador and provide this scenario borders on being obscene. I don't get it. I truly hope this is not the path they tend to go on. Have they finally lost it? Reading AndreanDw comments I doubbt I want to even continue with this campaign. BRING BACK THE CAMPAIGN FROM MOTBW. Can the players say it any louder!
I just noticed another bug. All the items abilities are labled (whole party) suggesting that they are applicable to the whole party when in fact they are not. Rather minor but can create some confusion.
I am playing in maps mode and have found 2 new errors in the game. The repair items in group does not work. You are still able to repair them individualy though. Secondly I have run across 2 knowledge stores that sell weapons but no spells. Just letting you know.
Oct 19 @ 6:24am
In topic How does this compare to Eador Imperium
Ok thanks for the reply and I checked out those games on You Tube. I only play games on the PC so I wouldn't know anything about their style.
Oct 18 @ 7:36pm
In topic How does this compare to Eador Imperium
I was wondering if anyone out there has played Imperium and if so how does this game compare. Off the top this game looks much inferior to Imperium and I just don't want to buy another game that I am not interested in playing. Imperium has really well balanced and interesting tactical battles plus lots of RPG. Also Imperium has a strategic map where you capture territory and develop an empire.
Oct 13 @ 11:13am
In topic Looking for a Mod
Is anyone aware of a mod that changes the distance requirement between factories. I am trying to stop the AI from spaming them and thinking if the distance was increase from 3 to 4 or even 5 it might help. I know this will create issues on smaller maps, but I like the xlarge ones so there is lots of room. This must be something simple to do. Thanks....
A Place for Champions......If and when the developers ever decide to port the MOTBW campaign to Imperium, as so many hard core players have expressed their desire for them to do so, I thought they could implement a really cool idea. Here it is. When in the Astral there should be a special shard known as a Place for Champions. This is a unique shard where only heroes Level 20 and above are allowed to enter. The unique things about this shard would first of all be that the provincial guards and locations have stronger defenders. Also a rare class of treasured items and spell scrolls exist here if you could find them. These items have the unique quality of being able to be transported back and forth between the Astral and shards with no Astral Energy costs, but are lost if the hero donning them is ever defeated in battle. Also special artifacts that could hasten the completion of the campaign or delay the coming of Chaos may be found in the Place for Champions. Astral Energy can be earned here as well as payment for completion of quests and so on. In the Place for Champions heroes and troops can increase their skills beyond level 30 and there would be a special set of promotions available for them that are only found here. However when this shard is exited any addition experience or promotions earned would be lost and the hero and troops would revert to the experience level they had when they first entered. This shard is basically played in sandbox mode and randomly appears in the Astral. The Place for Champions shard pulsates in and out of the “Eador Realm” and after a random amount of time starting say after 200 turns pulsates out. The hero you entered with is sent back to the Astral (at a cost of Astral Energy) with any items and troops you can afford or decide to take with you. You will be given a warning several turns prior to this event and have the options of delaying this event for several turns by expending Astral Energy. The delaying costs will increase exponentially so the player would have to decide if there is a cost benefit to remaining. The Place for Champions offers another Path to Victory as players may strategize to use this realm in an attempt to hasten their completion of the campaign. Also as sort of a permanent “Tournament” idea the developers can always post the the player that has completed the campaign in the least number of turns in each category starting at competent up to overlord on the leader boards. I think stuff like this would create excitement!
Oct 5 @ 7:46am
In topic Sorceress is so weak!
The sorceress is OK as an early game hero. I find the problem is once the game roles on and your hero is around level 15 that she is just not strong enough to have much use. So she loses from not only the game playing aspect but also the role playing as well. I would like a hero that I could take to level 30 and walk through most of the gaurds with. I know some heros are not very good against certain gaurd types, but the sorceress is a wimp in the late game. Would you take her against the "Order of Greater Darkness" or how about "Warriors of Light". She would be slaughtered.
Oct 5 @ 5:37am
In topic Sorceress is so weak!
I would keep the karma costs and gem costs the same as if you were only creating a single undead or chaos unit. Giving the sorceress a much needed boost in the game to make it more usable.
Showing 1-20 of 53 entries