My sovereign got stuck while autoexploring. Stayed in the hole probably trying to go on the other side of the mountain [e digicons]:grin:[/e]
godixbis
Guess the title says it all [e digicons]:grin:[/e] you can make a city in two "parts" by destroying buildings: You can make those two bits quite far appart if at every upgrade of the city you build further and further
Two bugs with farms and building destruction: The first is at the start of a game build a city near the farm patch and build on all possible tiles. Then research the farm tech. When the farm tech is available destroy some buildings to leave room for the farm. The problem is the farm building won't be available to build. It only becomes reavailable to build when the city levels up to a hamelet or to the next level. When it becomes reavailable (or in a new game) b
i like the way research is presented, its simple and branches out well, I like in the unit screen the little icons on the right representing your equipement you can see at a glance your equipement and it looks cool imo
The game crashed on the first screen when launching the game (the one with the good graphis), it crashed just after i clicked so it might be related to that debugg.er http://pastebin.com/m1a28d072 dxdiag http://pastebin.com/m578c773d
Right now when you move a unit somewhere that takes more than one turn, it will auto move at the begining of the turn. The main problem with how it is done now is when you want to attack a mob. The mob moves after your turn, you auto move at the begining of yours and you don't have the opportunity to change directions (dont know if this is very clear i put a screenshot to try to explain). I find it easier (aka what was done in GC2) if the auto moves are done at the end of the turn so you can
12) when clicking on a unit it should be more clear if auto explore is active or not (ex: a green arrow if unit is the unit is currently auto exploring a red arrow if it isn't) 13) double clicking on a city could bring up the build screen
I founded a city on the square next to an iron ore mine. When i clicked on build mine it built the mine but not on the mine tile but on an empty square. I ended up clicking a couple of times on that mine square and didn't notice that it built three mine improvements on empty squares. The game worked fine untill the mines where completed. When i clicked on the city just after they where completed the game crashed. The bug and crash are repropoducible. Ps: does anyone know if it is poss
[quote]Would you be interested in us extending the beta? [/quote] Extended beta generally means better quality in the end so on a first thought i would have a tendancy to say yes. Yet i remember extended beta (for galCiv TA i think) which at the end was particularily long. I don't think overdoing the beta serves the best interest of the game. A one year beta seams in my opinion a bit too much and at some point having a polished and complete game is good as well. Maybe some int
The login ui for the internet games could be changed. Right now you have to fill it every time: if the game remebered the last login you used, press tab to go from account name to password and a hidden password that could be stored as an option it would be more practical rather than having to fill out the login every time.
[quote]Personally didn't see the point of the Oak, but I can see how some would like him.[/quote] Personally found him great fun espeecially late game. Once you max out totems (12 creeps) + his flag (12 spirits), power of the oak and shield you basically have an invulnerable general with a decent dps and a massive army.
Having played mostly the oak it didn't seem so much of the ubber skill as it seemed at the begining. You need to put skill points in an ability you only use when you die (doesn't happen all that often with the oak). Imo you are better off taking other skills (max power of the oak, flag, shield..) that keep you alive and doing damage rather than chain suicide on towers to get them down, especially considering you stop levelling up and its not a sustainable strategy on the long run. Its
A few abilities i imagine the genarals could have (most of them are probably unbalancable...) 1) minion indirect control type abilities: Setting a point where all the minions in a certain area converge, "follow me" type ability, teleport all the minions of a given area to another area 2) minion spawning: spawning AI controlled minions, spawning "defensive" creatures that stay in the region where they are spawned (ex: you spawn a dragon tied to a chain and the creature stays in
First time ever i go on the site it looks great. Just a small point that disturbed me: on the first page there is a video of demigods (which is very good) the only problem is that the video turns on straight after you go on the site with sound and all. This can be a nuissance if you are listening to music, are at work or if you have big loudspeakers that could litterally blow your ears off. I always find it better if the user chooses to start video or any sound related content for pra
[quote]All of your items are mapped to your Function keys (F1, F2 F3). WASD is simply closer to those keys which shortens the time you are away from the camera controls.[/quote] For the short cuts (WASD, QWER) it works very well...if you have a qwerty keyboard you need to remeber that not all users have qwerty keyboards. The change of the keys from the arrows to WASD would render the game unplayable at least for me and my azerty keyboard. The best would probably be that the s
I kind of like the option of making the rook slower and visible everywhere it would add more strategic elements to the way you play him. If he where slower yes he probabaly would be easier to quite but then again it would mean you would have to place him somwhere more intelligentlly knowing you have very little possibility of retreat. It would give him a more "unstoppable castle" feel and would balance him compared to the other two demigods available. Otherwise in the same line of thought it
yes tried that (they didn't exist) but it didn't work any better, (just a different log posted bellow if that helps) tried uninstalling reinstalling but the same error came back, i updated my drivers, i have ample space on my hd so that should be ok and changing the settings doesn't seem to work much better EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x004b6fb3 attempted to read memory at 0x00000008 Program : C:\Program Fi
The game crashes on the A Vs B scene just after starting the game and before going to the map with this debug: Unhandled exception: Unable to create directory C:\Documents and Settings\Propriétaire\Mes documents\My Games\Gas Powered Games\Forge\replays\ Program : C:\Program Files\Stardock Games\Demigod\bin\Demigod.exe Cmd line arguments : Callstack: unavailable. <br
[quote]A Tech Details window and Improvement Summary window now have a "one per planet" icon for improvements that are only allowed to be built once on a planet ( this is displayed for improvements that are not a super project, trade good, or galactic achievement) [quote] Thanks alots that will be helpfull. Also could there be something simmilar for indistructable buildings (kind of got trapped building an interstellar refinary on a planet that didn't really need one and couldn't d
I agree with starstriker on that one. Ok the precursor labs are great but it's a sturlge to pay the upkeep at the begining of the game. For the temple of memory vs the iconian dream conclave they can't be compared: the dream conclave has 5 upkeep and the temple of memories 0. Of course the inconians have great buildings but they have no other moral building than the conclave (that costs 5 to upkeep) and near to no decent industry before the building that taps into the planet core (interstellar r
[quote]1. Increase the Morale the charging stalks provide. Greatly, imho. Something like 15/30/45 or so. Someone, somewhere on these boards, mentioned giving the Yor "Compliance Algorithms" techs, or something like that, that provided passive morale boosts by "removing or reducing rouge units". I really like that idea.[/quote] I disagree on that one i kind of like the way the yor are always running after moral. The charging stocks provide more food than moral required for keeping t
[quote]I would like a governors tab-like option to upgrade all of one specific structure to an other kind. [/quote] This would be usefull for neutrality learning centers, the end level torian schools that don't upgrade from the second level and other multiple occasions when a "high-level" building doesn''t auto upgrade from a "low-level" building. These buildings sometimes don't upgrade automatically for good reasons (for example last level torian schools are less effective production/u
[quote]i would like to further add the suggestion that racial specific techs are defined, perhaps by a different text colour or by appearing in a different section (a la trade goods), in the diplo screen. i'd like to know if i'm trading my unique racial techs, or receiving a unique racial tech without having to memorise various tech trees.. [/quote] Qu
[quote]When a civ leaves the UP it should get a huge damage in reputation but trading with individual other civs should be allowed, based on how good relations with that civ are: the threshold might be the a "friendly" or a "close" relationship. If the relation is equal or above trade should be allowed, if it's lower than trade shouldn't be allowed.[/quote] when the drengin leave the up they should get a major increase in inteligence for understanding that is where they get their ass ki
there's another major drawback to the drengins that hasn't yet been mentionned and imo explains why they should have more passive bonuses: the drengin get less mining modules than other races since their slave pit techs don't give mining modules just improvements. At most the drengin can get a +19% from a mning ressource if i remember well where the other races end up getting much more once they max out the factory techs. in the 30 40% range but correct me if i am wrong (which i probably am