I definitely prefer option C, but I also like the idea of a short lag between when you loose a resource and when you can no longer produce units using that resource. I also think that any unit that started production should be able to finish it (even if it's past that lag time mentioned above) - since the way I see it, the time building a unit involves training it and building its equipement but all the needed resource have already been brought in.
whiterabbit007
I'm definitely for more resources, but I think only a handful should be really necessary. So you'd need your wood and steel, and the like, to build a successfull empire, but the other stuff will just give you small bonuses here and there, and not having one will not be a deal breaker. As long as I only have to worry about micromanaging a few essential resources and can let the rest sort themselves out I'm good. Those essential resource should be available to all, like you said, even i
[quote who="LeegleechN" reply="3" id="2377391"]I'm sure Stardock is aware of this issue as their previous 4X games have that sort of reminder.[/quote] I actually agree, I've no doubt that they have this on their agenda somewhere. However I still think it's good to submit even things that seem "obvious" 'cause you know what happens when people ass-u-me ;) If it's on their list then great, if not, then even better.
Doh! Thank you. I didn't even realize this was something that could be clicked [e digicons]:S[/e] Maybe it should be open by default
Yes, yes and yes to all of the above.
[quote who="Nezic" reply="3" id="2376926"]In the case of selecting a target location on the map (for movement or whatever else), it would help if the location under the cursor had some highlighting or outlining. Less importantly, the type and style of highlighting could be selected in the options.[/quote] Yes, exactly. I was just thinking this myself. A highlight under cursor would be very helpful. Nezic, you should make an "official" suggestion thread for this.
Hmmm. I've seen this as well but to be honest I figured it was a feature - seeing how my sovereign is a "superior" being I figured he could in some case know where the enemy is gonna wind up. :D For me it was consistent in that if I can see enemies target location once then I keep seeing it (when I select it) as long as its alive. However, I didn't see it on all enemies, about every other one had it.
Um, maybe it was just the late hour but I was playing for the first time last night and I kept looking for a turn counter (i.e. global one, not "how many turns till this and that) and couldn't find it. Is it maybe on some sub-screen? Is it not important because there's no time limit? What's the deal?
I like the idea of improving the building selection menu but I would explore other options first before making it into a 2-row widget - no need to expand the inteface's footprint unless necessary. For one, I think it might be a good idea to add some filters, like "military buildings", "production buildings", "population buildings", etc. They could go as tabs. Also, I would like there to be an option to either use smaller building icons or maybe even just text list.
[quote who="themocaw" reply="6" id="2376741"]Question: would it be a good thing if the game also sent you to the Research screen every time you load or start a game, like in GalCiv2?[/quote] I actually never liked that. When I load a game I just want to see the map, because I never know what's the first thing I'll want to check - it could be research, it could be finances, could be a particular city, or even nothing at all.
It's not a bug it's a game feature - it's called "the big flood" and you're suppose to creat a Noah unit then use it to build an Arc. :D
I find myself often forgetting that I have a unit somewhere in the field that hasn't moved yet, and I hit end turn button wasting it. (Am I missing some indicator or something?) There should be some sort of a reminder or indication that there are units that can still move. Maybe change the way the turn button looks a bit, or better yet, do what Civ4 does - as you're interacting with units, when one unit is done moving it automatically jumps to the next one that can move, then you can
I agree. I can't remember right now but I think the cursor is locked in SoaSE so I expect the same will be done here.
I haven't tried reorienting the camera and I can confirm that edge scrolling is acting very weird. For one it's not very sensitive, about half the time I have to move my mouse in and out (of the edge area) to get the scrolling to activate. Left side doesn't work for me though the corners mentioned in the OP do. What I find most confusing is how it scrolls. It seems to follow the map not the camera, which means that when I move it "right", it looks like it's moving to the bottom-right
[quote who="Bingjack" reply="5" id="2376509"] [edit] Actually, I take that back. If you upgrade him you can add the HP boost and a spear for a pretty badass starting scout who moves at the same speed.[/quote] I am so doing that my next game :) I was wondering about the 20-turn scout myself, I can't imagine it's a balance thing. If it was something like 6 or 10 turns maybe but 20 is most likely a bug. "That wouldn't hold with convention in this genre." I do hope to
I was promised this thing would run on any computer but I don't think if my PC can handle those graphics, can you tone down anti-aliasing :D Just got my Beta downloaded. Can't wait to dig into it but it'll have to wait for tomorrow night - gotta go to work tomorrow. Stupid work, only reason I got it is so I can buy games ;)