I understand and agree that having that third shard is better in terms of efficiency - and about the life/death silliness. I'm not wedded to the Choose Your Element model, I just prefer gameplay models that force players to strategize and focus rather than engage in a general land-grab for everything in sight. I think whichever model one uses, the game needs to really use the magic/mana/shard system as one of its tools for focusing the player and encouraging strategic thinking. But yo
uplift17
I took a glance through what has been posted, but my quick scanning didn't reveal it, so forgive me if I repeat someone else's ideas. It seems to me that if the problem is linearity, then you should follow a system like Sword of the Stars or Fall from Heaven, both of which seemed to me to open up the possibilities of a variegated tech tree, mostly by having a ton of options available from the start and making the general process of research a little bit slower/more expensive than in s
[quote who="ManyJuicyBubbles" reply="13" id="2395817"] quoting postif I research metal weapons then I should be able to build metal weapons. This can be turned around: "Because I have metal to give to my researchers, I can research metal weapons." How do you know your idea for making metal weapons will work if you don't have the metal to try it out, eh? An idea that looks good on paper may be unworkable in actuality; think of some of da Vinci's drawings. If you wan
I.e. every city produces say 0.1 metal per turn no matter what. If you control a metal resource then that amount goes to 1. If you control 2 then it goes up to 2. And the city that actually has the resource gets another bonus. I am also in favor of this idea. What I like about it is it doesn't totally cut off the option of powerful units for smaller/disadvantaged players - if we were to go with the "no resource, no unit" model then I can see
Ah thanks, I had missed that we're supposed to do that for crashes.
I also second (well.. fifth) this idea. It sounds like it would be a great incentive for city-building, as it is now in the beta I have very little to factor in when building new cities. You could also work it into the faction stories a bit, e.g. as a faction pick the Kingdom research faction would get to start next to a fertile plot and a ley line bonus (or other semi-magical site).
I had this issue as well, with sporadic appearance/reappearance of the shapes. Case 1: Upon founding the city This went away on the next turn. Case 2: Upon queuing a farm, the shapes reappeared These shapes stayed for a few turns, then randomly (?) went away again. Can't say further
Hi there- I think I just found a bug- I was attempting to equip my scout with a Ring of Fortitude when without warning Elemental just sorta quit on me, back to the desktop. No screenies 'cause it was fast and unexpected. [e digicons]^_^[/e] Debug.err here DxDiag here Thanks!
Hi there! So I'm using the new patch, and it may be my 'puter or the fact that I am playing in windowed mode with Firefox open elsewhere, but there seems to be rather more significant graphical slowdown in the new version after about turn 50-60 with much of the map explored: Debug.err here DxDiag here Unrelatedly (I think, but not sure so I'm me
Happened to me as well, Debug.err is here . Thanks!
@scottrycroft: Good thought. Interestingly enough, the effect disappears on fullscreen and non-fullscreen at lower resolutions. I usually run my screen at 1280x800, but 1024x768 seems to work fine, so maybe it's a widescreen resolution issue. I'll try testing this tomorrow when I have a chance.
I set the Mipmap level to 1, which certainly helps, but I still get a lot of bizarre items on mine - however I think this may be particularly related to my laptop, which is getting older.. I think the graphics card is pooping out, as I've been having graphical issues in other games lately as well. Here's a screenshot of the issue with mipmap @ 1: <img src="h
Hi there! Just a few quick thoughts I had while playing the game: It would be nice if there was a "next available unit" button (or am I just missing it?), and it would be nice if you could double-click the mini-portrait of a garrisoned unit to have them leave a city, rather than that teeny arrow button on the top. Also, it would be nice if you could (as in GalCiv II) control where that unit would come out, or at least bias it towards any roads nearby. Th
I've been having the same issue, Radeon x1400 mobility series on Windows XP :) DxDiag here Debug here Not that I won't keep trying! Seems exciting :D
A) The scroll rate is verrrry slow. B) Camera will not scroll to the west, except to scroll southwest when at the very top left corner of the screen. C) Camera will not scroll down if the mouse is over the UI to the bottom, with the exception of the darker brown area that holds info about gold/etc. debug.err is here DxDiag from this is here Thanks!