[quote who="kryo" reply="6" id="2648419"]For future reference, if you have specific bug reports to post, please post each bug in its own thread so it's easier to summarize and categorize them for the developers. General feedback is fine in one place, though.[/quote] Hello Kryo, sure will do. I just did not want to spam the forum with on specific issues and most of the issues were more in the area of feedback. I will post all the glitches then separately after t
Sparhawk4242
So after my first hour of beta two here my first comments (w/o any order): Improvements - Provide small amount of material at game start => otherwise always first building currently is workshop - Offer a button in dialog for received items to use them immediately (e.g. book of strength). Now you have to click OK->Items-> Double Click (so four clicks instead of just one)...By the way I mentioned this one already for the last beta
[quote]# It means you can have a much wider range of creatures in the game. Think about that for a moment. Consider any recent games you’ve played. How many different types of creatures were there in it? Even in an RPG. How many? Not many right? That’s because it requires a lot of memory to juggle lots of different creatures. # It means you can have a lot of different types of buildings that are visually different. How many times in recent years have you played an RPG and
[quote who="Aractain" reply="36" id="2617860"]He means more code in the sense that certain side cases that arn't being handled by the state machine's simplicity will need traditional implementation. Now - I think hes wrong, but then Im assuming Brad* is a good coder by now. Amirite? * and any sidekicks he employs.[/quote] Basically
I had same issue multiple times today playing version 1Z3.
After reloading I had the issues. For me it also happened for the Ebben Wolfs from the quest I had earned before reloading the save game.
[quote who="pigeonpigeon" reply="65" id="2602640"] I'll point to the real world again - there are plenty of cities, even plenty of regions/states/provinces/nations, that are extremely specialized. I am quite sure that Detroit didn't become the home of the big 3 because there happened to be an unusual number of people there who knew how to, or were capable of building cars.[/quote] We are talking here about a medieval/fantasy setting, so no fast trucks bringin
here are the spec of my laptop: ------------------ System Information ------------------ Time of this report: 4/24/2010, 16:53:56 Machine name: CAMELOT Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909) Language: German (Regional Setting: German) System Manufacturer: TOSHIBA &
Hello Brad, sorry to say this but stability is not yet ready for beta 2. I have just tried 3 games and all crashed in various stages. There are also some save games bug still there, once I loaded a game my first town showed only 20/20 People (before it were around 170) and did not update this. Even so there was housing for 360 people. So for me it is one more beta 1Z before I would vote for beta 2. Sincerely Sparhawk4242</p
here one debug.err to a recurring error for me: http://www.alice-dsl.net/borg.enders/debug2.zip When I build (in this case a hut) I get a crash to desktop
Not yet, but should just be the small icon. The whole area is dedicted to the topic research. Small buttons are also not a good usability.
Here are five usability issues, which would be quite helpful (some are probably already mentioned in other threads): - for books, potion etc. offer additional button "use now", now for each book, potion etc. the item is stored in the items list and then needs to be activated their, this is most of the time quite akward as you want to use the item directly. So two buttons "use now" "keep for later" would be much better - remove all events for one type via right click on
In the area where the global resources are shown, the descripton for food is "per turn" but this totally free food and no per turn income
I razed two gardens one after the other in a town and the game crashed: http://www.alice-dsl.net/borg.enders/debug.zip
[quote who="Frogboy" reply="56" id="2575334"]Basically, at the end of the day, the question boils down to: Do beta testers believe the game is ready to go into the multiplayer beta.[/quote] For me this would be not earlier then after I have played on whole game from start to end with out a crash... It makes no sense to test multiplayer, if you cannot play two turns in a row, because of the players had CTD and the game needs to restarted, so that h
I completely agree. At the moment you do not really know what you are getting. Just take distance weapons for a chance, If researched those three or four times, before I noticed that there is nothing unlocked with this techs at the moment.
That's correct. If you take a look at the research screen, you will see no icons for unlockable items for those research (by the way those icons need to be larger). And also after the breakthrough you get no message for unlocked items. So those techs are in, but not yet functional.
1) Definitely a must, already on small maps I find the navigation via Zoom-Out/Zoom-in cumbersome 2) sounds good 4) spell research definitely needs some tweaking. It can not be, that you loose points because of a full bar just because you forget to research a new spell. So the spell book should open, each time the bar reaches it's max. 5) agreed
Can work, if buildings do not need to be placed adjacent to others. Currently housings are the way to get to resources.
I agree Quests as research makes no sense for me too... If there needs to be some guards, I would put this more in the spells area: - Unlock dungeon (the dungeon was closed to protect the outside from the evil within by a powerful mage). This would offer even more granularity...Some quests are available from the start and for others you need more and more powerful spells... But to my understanding adventuring researc
Bows and Slingshot are still not showing up in .291 or maybe I'am just missing something...But I could not find those
For me there was the problem that first distance weapons (sling, etc.) have not shown up on the unit design screen. This Tech was my first (lucky) warfare breakthrough.
I noticed this feature ;-) also.
I have not read all above, so maybe this was already mentioned. For me there are mainly two types of roads: - standard roads - military infrastructure For the standard roads I would like the concept that your caravans create those roads... So first the move through complete wilderness (with according risks), after some movements back and forth a dirt track starts to appear. Depending on the amount of trafic the road of the
As many mentioned founding of a city on transformed land does not cost any essence any more. Still the funding of a city should cost something and not be free of charge. This combined with some way of scaling the costs for more cities...would also help to remove the risk of city spamming.