Gold income has big volatility I don't really understand what is making the gold disappear. I can have 3'000 income and suddenly it drops to 350. What did make it drop? How can I reverse this? Sometimes I have the impression that losing a battle makes me win more gold. Which is kind of strange. I imagine a game I had about half of the whole land. I normally had a income of about 8'000 to 13'000 each round. As I was concentrating troops at the border, it dropped dramatically. At some time I had income of -2500. In this case you can't train units. If you get attacked or need to invade, you are suddenly out of units. How can I avoid this? Does it affect the income if I train units only in one province and use other provinces only for farming and trading? Or is it better to have training facilities in every province?
Province size Now you can find lots of information in the wiki of ADW: http://ad-warlords.wikia.com/wiki/Guide This is great and provides lots of helpful information. Thanks. While reading about the buildings you can have I wondered where I should put them. 1. Does the amour of building spots grow during the game? 2. Is it better to build only a training facility for one unit, a military camp and a farm instead of training facilities for all three units first? 3. Is a military camp global or do I have to get one for each province?
Os x? As you can see in my signature, I'm beta tester for Revo games, mainly air combat games, but the last one is a WWII tank game, which was released this week for OS X for 5$, same price as on ipad or iphone. The air combat games you need to play with a joystick. But the tank game is playable nicely with keyboard and mouse. Do you plan to bring Autumn Dynasty Warlord or Autumn Dynasty on the Mac too? It would be very nice to play on the big screen. The Revo games have multiplayer, so it is possible to play on my mac with iphone or ipad players in the same game. Would be nice to have for AD too. There are not many good games of this kind available on the mac.
The original was awesome but this makes it into a full 4X strategy game, I am so happy! It's awesome how they broadened the scope yet made everything still streamlined and simple.
Maintaining units costs gold. Once you own lots of provinces you have them serve different purposes. Some just make gold, some devoted to making troops. I usually make 30k a month where I'm at in the game and it's now a matter of how many moves will it take to conquer everything.
It pretty much is. You make your moves, spend your money, move your units, ect, and then end your turn like in a regular TBRTS... Only the combat sessions are in RT.
Was lucky enough to win a copy of this and just started playing. Definitely deeper than the original in terms of management and am enjoying it overall, but does a "story" evolve like the first one or is is pretty much a conquest type game trying to just expand your territory. Missions seem varied but, at least so far, it seems a bit more wide open in terms of what you want to do as opposed to following a plot line like the first. Am I wrong? Does this change? Both have their advantages but liked the way it flowed in the first game.
Can societies be explained a bit more as I have met the ministry of gold but I have no idea how to interact with them
Thanks... I probably lost the balance... I have to find out at which time to transfer from the beginner organization to a more elaborate one.
We're have been testing 1.05 (any time now!) and found no crashes, so we're moving on into adding new content, which in the usual fashion would be free. We've come up with a list of what we want in for new content and we're going for broke on it. There will be HUGE changes to the combat making all the missions play differently again, but I don't want to share more yet in case (touchwood) we flop somewhere. It's going to take far longer than a one, two week jam to finish all our plans anyway. If you guys like to share any suggestions to improve Warlords, now is the best time to shoot. We definitely won't be able to implement all suggestions now, but we'll integrate whatever is possible when we can. All being said, we'll look into adding the new (old) control scheme ONLY if we have the time for it after the extra content. Note that if you slide the screen, you'll see another 8 save slots in which you can save the same any time you like. Training troops reduces both population and order, which has an effect on income. If those two aren't an issue, I think you might as well use the building slot for some other benefit. Also, higher level buildings like the Military Camp or Stronghold does make certain provinces better for hiring troops. 1. I don't quite understand the question. 2. There's no correct answer imho. 3. The effects from a Military Camp are local, I just updated the wiki to clearly state if any effects are global. You can do missions to raise your trust levels with a society, these are mostly available in your own provinces. When you reach a certain trust level, you gain a global passive effect from the society (if you're favoured by the Martial society for example, your hiring costs are lowered by 10% and your unit upkeeps are lowered by 5%), and you get some unique society missions that your officers can undertake (Beggars for example often give missions that provide Intel and help out with espionage styled options).
Sneak through defense Sometimes you arrive with a full army and there is nobody. So one time I just deployed one unit horsemen. They had to sneak through the defense and cross a highlighted line, which I did. I had no enemy contact but I crossed the line. But it was a defeat. Why? I really did what I had to do. You don't gonna search the enemy with just one unit if you have to rush to the gate without being seen.
Argh... must be kind of a autocorrect thing. 1. Does the amount of building spots grow during the game? means: Do the cities have the ability to grow?
I fear for the future of the human race. We're headed right to idiocracy. There are complaints on the App Store about the game not running on iPad 1, iPhone 4, and iPhone 3GS. How are these people able to function in life if they can't even read the required device section before they buy the game? Then there was a complaint about the developers pulling their first game and renaming it. Seriously how are people so dumb and misinformed?
Great. I like very much when developers listen to their fans. 1. I found out that choosing another warlord for a new game always defines which starting provinces you have. It would give the players much more variety if you alter the provinces when you chose a new game. I suppose that there are good and bad spots to start the game. 2. social aspect. Many of my squadron friends play also Clash of Clans, which is a very greedy and somehow boring game, because you can't really use a strategy to win. The AI is not easy ti influence and is very stupid. But there is one thing: You can have clans, you have a clan chat (for the guys who are actually playing at the time) and you have leaderboards, so you can fight for your clan, your group. In our air combat games we miss this. You can organize tournaments, but this is really difficult and time consuming to organize, if there is no build in help for such a thing in the app. (different time zones and so on) A game out group played for some time (a life eating game, argh!) was Galaxy empire. You had to grow planets get more ships money and so on. There were also groups which tried to recruit other players to grow. The planet systems have been growing for years, it was huge. But the great thing was, that you could lend money or material to your buddies. You could share tasks, so one was growing material, another was attacking and another did public relations or looking for nice loot. This is very very nice for a community of players. This I miss in AD and ADW. It would be nice to bring in some social aspects. I have no ideas how and in which range you could realize it. Maybe only tournament opportunities, maybe online games on a big continent which works for some weeks or month. Or maybe shorter games which last over some days. For these kind of attempts it needs to stretch the time a lot. Otherwise I don't wish that the game gets to addictive. I don't want to repeat this life eating experience. But it would be nice to have the possibility to found groups which members can interact and help each other and maybe also can play together.
People these days are getting dumber and dumber.They just not read it but they just tap it to buy it's their problem not the devs
Tutorial button Set the tutorial button ON for the first game which is played but after this, set it OFF as default.
1. Custom warlord/armies 2. a quickplay mode (like blitz in AD 1 for some instant gratification) 3. A unit in the same formula of mercenaries who have both ranged and melee attacks 4. more options for develop spies (When you leave a foreign province, all your progress goes away which is quite frustrating. Means you have to choose between societies and going deep into espionage. Why can't we have both? especially since it's hard to get more than 3 officers 5. Could you please change avalanche? It's useless when you're fighting in forests, swamps etc... Plus, Horses have charge, mercs have swing, spears have ambush, sappers have trap arrows have deploy. Almost everyone can deal additional and strategic damage and all these can be used anywhere, however, swordsmen can only deal additional damage when they're near a mountain which is not very useful when you need your swordsmen to be deadly in a swamp. It worked in AD1 because you got to choose which units to use but not here
1. It would add replay value, if, somewhere down the road, you'd be able to add a feature where the starting placement of the warlords is randomized, and/or every warlord starts with one province. I won't lie, i haven't played with more than 2 of them so far, because every time i end up conquering around 4+ provinces, the game eventually crashes, which has been a complete buzzkill. I would however imagine, the game itself has a huge amount of replay value as it is. However, eventually, regardless of what warlord you'll choose, the game will progress similarly, because the AI will follow roughly the same strategy for each warlord, in the same provinces. 2. Rome TW II implemented a nifty new feature, and did it well, where army stack xp was calculated not only at the individual unit level, but also for the stack itself. That allowed a sense of army tradition, because you could have that one stack that had bonuses to the archers, or its horsemen were faster, etc. There could be an option where you can designate army stacks as unique and have them gain experience. The tech tree wouldnt have to be anything more complicated than giving bonuses to a certain unit type. Check the following page for a detailed explanation: http://guides.gamepressure.com/totalwarromeii/guide.asp?ID=22299 3. Please add a speed slider or a few more animation frames to the unit models. The unit animations are choppy as they are. 4. Hero/commander units with an area buff? Wouldn't be able to do direct damage, but would add a slight bonus (2% - 4%) to all units of a certain type within the command radius.