Warlock - Master of the Arcane Catch All

The sea isn't really all that interesting. One thing they could do is make Harbours, Fishing Villages and Shipyards placeable on ocean tiles instead of on land. That would make coastlines valuable.

Oh crap, only today I realized that if you have a perk giving structure (smithy, gem workshop), units trained on that city receive the perk for free (I was convinced I'd always have to pay for upgrades).

Suddenly, urban planning got a whole lot serious in Beast Kingdom.

Tamren wrote:

The sea isn't really all that interesting. One thing they could do is make Harbours, Fishing Villages and Shipyards placeable on ocean tiles instead of on land. That would make coastlines valuable.

Agreed. It'd also be nice if at least some of the structures had bonuses or penalties based on terrain. For example, it seems silly that you can build a fully functional farm in lava. All of that pretty terrain is essentially irrelevant (aside from the worthless mountains and ocean). I understand that it's supposed to be a "war game" and not an "empire game" but unfortunately it doesn't do either that great at the moment.

So I finished my first game, stomping all over my opponents, and I was curious to how much of a difference there is to the different mages? I guess what I am asking is, while I enjoyed it, I can't really see myself doing another game if there's not something new in store.

Your game experience will vary quite a lot with different races. Mages are, as you suggested, mostly small shifts in my experience.

What is that how the buildings which boost resource collection work? They only affect the places they are built next too? I thought it was the whole city.

No they do affect a whole city. That's why urban planning is so complicated in this game. You have to plan very far ahead to maximize your bonuses. It doesn't matter if you have +200% to food production if you only have 2 farms and then run out of tiles. Often cities will claim WAY more tiles than they can actually use.

If I have a mana tap (mana vampire? some kind of mana curse) cast on me, how do I locate the city where I can dispel it?

drdoak wrote:

If I have a mana tap (mana vampire? some kind of mana curse) cast on me, how do I locate the city where I can dispel it?

Its not on a city, its on your Great Mage. So, get a Global Dispel, cast it, and it will randomly remove one curse from your Great Mage. Rinse, repeat, until free of curses.

To see if a city has a curse, hover your mouse cursor over the city, and look at the small city display on the bottom left, next to the unit display (if there is a unit in the city). There will be a small icon with a red border if there is a curse.

***

Been CTDing a lot with the latest patch, single player, Win7, latest drivers. Normally just means I load the latest autosave and redo a turn, nothing critical or too annoying. What is annoying is the lack of keyboard hotkeys. Clicking one side of the screen to go to the next unit, clicking on the other side of the screen to put it on guard, repeat ad nauseum.

Currently around turn 100 in an impossible game with everything turned to the max. Had the starting location on the very south side of the map, in the middle of a long strip of land running east/west, with a long ocean above me. Almost restarted, decided to tough it out, its turned out to be a great start, simply because its kept me segregated away from the other mages for the most part. Which is allowing me to keep diplomacy going, and most of them too busy with each other to notice me.

Favorite artifact: the Combat Broom.

You can press "G" to guard, but stupidly it does not automatically go to the next unit. I think its "[" and "]" that cycle through units? At any rate, it's a little better than the "guard mouse dosido" I like to call it. Haven't had a chance to play with the latest patch yet so I can't comment on the stability.

Right, I've seen the wiki, with its list of hotkeys, and tried 'G'. Nada. Did nothing. So, dosido it is.

Hmm. Maybe they took them out with the latest patch? That'd be smart... Hopefully I'll get a chance to play sometime soon. :/

Played a bigger map with 4 AI's on challenging(? the one just before super the hardest) on a big continent, and goddamn this game went from super awesome to super boring. The AI's can't play an offensive game to save their lives.

There was a point I said "ok, this can go south real quick if they ally against me, exciting", but nothing happened. Bribed at least one of them to reduce the number of active fronts, defended all but 1, and pressed the attack. Now I have most of the continent for myself and I'm just cleaning up.

And cleaning up sucks. So many tiny cities asking for development. I don't care, build markets, craftsmen districts, whatever gets gold, it's not important.

I think I'm shelving this until the AI gets updated

LtWarhound wrote:

Right, I've seen the wiki, with its list of hotkeys, and tried 'G'. Nada. Did nothing. So, dosido it is.

Hmm. I know this doesn't help you, but it works for me with the latest version. It changes the unit's symbol to a shield and removes them from the "issue orders" queue. The unit (stupidly) stays selected.

oMonarca wrote:

Played a bigger map with 4 AI's on challenging(? the one just before super the hardest) on a big continent, and goddamn this game went from super awesome to super boring. The AI's can't play an offensive game to save their lives.

There was a point I said "ok, this can go south real quick if they ally against me, exciting", but nothing happened. Bribed at least one of them to reduce the number of active fronts, defended all but 1, and pressed the attack. Now I have most of the continent for myself and I'm just cleaning up.

And cleaning up sucks. So many tiny cities asking for development. I don't care, build markets, craftsmen districts, whatever gets gold, it's not important.

I think I'm shelving this until the AI gets updated :(

The most fun part of the game to me is the first part where it's mostly PvE; figuring how to take down the more powerful mobs, exploring, finding good city sites. After I get settled and all that's left is going after the AI (because they won't come to you of course), I get bored pretty quick. Unfortunately I don't have a lot of confidence that they are going to make it much better. I sincerely hope I'm wrong.

I'm wondering what the whole idea with the other worlds is too. Right now its just a ridiculously hard monster closet. But if you can pacify it you get an unflankable cul-de-sac full of so many potent resources that it ends up a little game breaking. I've never even seen the AI set foot in one yet.

Its a far cry from the old Arcanus-Myrror interaction from Master of Magic where each world is accessible by everyone.

Really the game needs one solid expansion pack. Just completely overhaul the magic system, ai, and the other worlds and it be damn perfect. As it is, its pretty good and fun for a while, but it could be great.

Tamren wrote:

I've never even seen the AI set foot in one yet.

I have. Once. The AI sent enough in to clear the area around the portal, then didn't follow up on it. So I did.

I've also seen them send in single scouts. Normally followed a few turns later by the monsters on the other side coming back through to see who sent the snack food in.

syndicatedragon wrote:

After I get settled and all that's left is going after the AI (because they won't come to you of course), I get bored pretty quick.

If you want a fight, get in their face. Put your cities (at least one or two) right up against theirs. Then they will probably try a fight. Do it early enough, before you spread out enough to be unstoppable, and you get a chance at a fight.

Not as much as you'd like, sadly. The AI _really_ needs tuning. Tons of ships, hordes of units, and they shuffle them back and forth and most of the time they don't attack the enemy AI sitting in range. Occasionally, they do, but once the world is settled and the armies are large, it seems to overwhelm the AI.

Anyone know if it's possible to mod the game to "fix" the AI?

The game is not moddable at all. I've read that this may change in the future but for now it is not moddable.

tboon wrote:

The game is not moddable at all. I've read that this may change in the future but for now it is not moddable.

I hope this is the case, but honestly I have a hard time seeing it happen. That it usually something you have to plan out from the start and not bolt on later. I'm guessing as far as support goes we'll get a few more piddly DLCs and that's about it. Again, I hope I'm wrong.

Just read the write up on RPS about this game, why the hell didn't I buy this during the Steam sale, looks so good

Honestly, I think it's just OK. I'm sure it will be on sale again anyway. Maybe by then the AI will be improved.

syndicatedragon wrote:

Honestly, I think it's just OK. I'm sure it will be on sale again anyway. Maybe by then the AI will be improved.

+1

Yeah, the polish kind of wears down fast. Once things get big, certain aspects of the game become either obsolete (other worlds, seas) or a micromanagement hurdle (city spam + neutral monster events = crap ton of arrows to fire 1 by 1; spell book becomes bloated and hard to navigate).

One thing that remains awesome: once you hit late game, and have enough gold and special resources, any unit you build will feel OP.

However, it really needs some restructuring and rebalancing.

One thing that disappointing me was character creation. In MoM however the system was pretty complicated:

- Every mage can select from 5 magic schools, and each school has 10 spellbooks. Each spellbook gives you one random spell of each tier. And you never know what you receive until you get into a game and research them all.
- The more spellbooks you pick at the beginning of the game the more "free pick" spells you can choose to begin the game with. If you picked 11 spellbooks of the same colour, you would get ALL tier 1 spells for free and 2-1-1 uncommon rare and elite spells for free.
- Mages can also pick perks, which actually COST spellbooks. These can be simple things like more experienced units, or better research. But some perks like Myrror can have your wizard start on a completely different world with new creatures, terrain and inhabitants.

Making a mage in MoM was a tradeoff between how much magic and other benefits you wanted. It is actually possible to have NO spellbooks and tons of perks and still win the game handily. One game I did that way had me finding spellbooks over the course of the game and steamrolling the other factions with flying, regenerating berserkers with adamantine swords.\

WAMOTA on the other hand just feels a little stale. You only have 3 races to pick from, and for the most part they are all direct equivalents of each other. The perks are also fairly weak. The best perks are those with % bonuses like +20% mana generation. But most of them are weak throwaway bonuses like +100 starting gold or a single spell. There is a lot they could do to improve it and I hope they give it an overhaul at some point.

Totally agreed. There seems to be very little reason to re-play the game, which is kind of a problem for a 4X strategy game.

I go back and play it from time to time when I want to play a strategy game but don't feel like thinking all that much. Warlock is like the Bejewelled of turn-based strategy games for me.

But yeah, playing it a couple of times, you have pretty much seen all there is to see.

Hah i bet if they made this moddable we'd have a MOM total conversion mod pretty quick.

tboon wrote:

I go back and play it from time to time when I want to play a strategy game but don't feel like thinking all that much. Warlock is like the Bejewelled of turn-based strategy games for me.

Couldn't have said it better myself.