I've been saying this since WoM. The message at the right side of the screen is not enough. At the minimum we should receive a message when pressing end turn asking if we're sure we want to end turn even though some of the cities are idle. Also, I agree that the buildings that only have "when idle" bonuses seem stupid. I'd rather have every single building give some sort of "when idle" bonus , so that your city's idle state becomes more powerful each ti
LNQ
The problem is that Grain sounds like an end product in of itself to me (and clearly many others). It is very easy to confuse grain with food when reading tooltips and such. It needs to change into *something*, and I don't see what you can confuse Soil with. CdrRogdan, so when you find an apiary you get more grain? This has nothing to do with being a more realistic name. This has everything to do with two linked resources having such similar names that you can mix them up by accid
Even I as a nasty critic can start saying that all the hard work you've poured into this one is starting to pay off. Thanks for keeping on chuggin'!
I would like to have them exude a ZOC and not make it informal. I kind of like the idea that when players start the vast majority of the map belongs to different minor wildlands, and if you would look at the game progressing in cloth map you see the wildlands being pushed back little by little. Finally towards the end game most of the minor wildlands are gone and only the strongest, special wildlands remain untouched. It would also make the gameplay clearer to the play
I'm not a fan of having a too complicated system. I would just like to have lairs having a ZOC and function as minor wildlands that you have to clear to settle in that ground, and maybe group a few lairs together.
Title changed to reflect results of discussion.
I like the idea of introducing MINOR wildlands into the game. They can be one or two ogre controlled lairs that have a ZOC, a few bandit camps or some such. Kind of like hostile city states, but I don't feel they need any special behavior or creating additonal units. They can be the exact same lairs and wandering monsters as we have now, just with a ZOC and area of operation. This would make killing monsters much more fun and rewarding as you get more of a feeling of conqu
perrottmath, don't get all semantic on us. Soil is simpler & better, even if the geologic terminology is not 100% accurate. Soil yourself, FE!
Soil sounds good to me as well.
Ok, maybe it's a language thing. To me fertility means the fertility of the ground and sounds really good. Like "fertile ground". It makes sense when you have a ground icon and a number 3 and say that the tile has 3 fertility, so it has a rating of 3 in terms of growing stuff.
Check out the banished ogre in the lower right hand corner in this picture. That's the tooltip you get when you mouse over the ogre. But there's also a monster lair underneath, I think. I want to know more about that one .. the tooltip should also display what's underneath the stack. https://www.dropbox.com/s/efpt7hm9kumtze5/FallenEnchantress_1345224743.jpg
Want to guess where my two champions are in this picture? Well, one is next to the coast and the sovereign is next to the chasm. There needs to at least be an option where your own units get some kind of a highlight so that they are easier to find on the non-cloth map https://www.dropbox.com/s/8ik4ejyw74uzo07/FallenEnchantress_1345224194.jpg EDIT: Actually, all units should have some
This needs a separate topic. I keep mixing food and grain together when reading any description in game. Grain should be renamed something more fitting. I vote for renaming it Fertility. EDIT: After discussion below, I change my voit to Soil. Title changed accordingly.
I scouted around my main city and found a couple of shards. I saved, quit the FE, started again and loaded. All the shards that are behind a fog of war are now hidden so I have to search for them again unless I remember where they were. ADDITIONAL INFO: After starting to build on one of the improvements attached to my city, all of these missing resources appeared in the fog of war. So they just aren't properly updated on load.
What's the deal with alt-tabbing in this game? Once I got it to work 10 mins ago, but most of the time I get the task bar and the game itself stays on-top so I can't view any other windows. I have no idea why once it worked ok.
There is already a separate thread about the duplicate treasure windows so I'll skip that. Here's a few UI improvements that keep coming to mind when I play BETA 4: - The end turn button is really small; it is hard to press it. It should be much bigger. Say, 6 times as big as it is with a resolution of 1920x1200 - When I have moved all units this turn, I wish the camera would move to a city, especially if I have an idle city. Space could also cycle through all my cities a
I like the idea of rivers having resources that you build docks on. "Maintenance: +1 per squares from nearest city (max: X) - Generates +Y gildar per turn" or some such.
I want to add that I love the new resource system of Materials/Grain/Essence. Essence is brilliant this way, and brings the game back closer to the lore. Great stuff. (but still consider changing Grain to Fertility..?)
I voted fair, because of UI still needing a bit of work (treasure windows, building tooltips not showing effect of Essence, no path displayed before the unit is already moving) and the city tile placement problem. If the tile placement is fixed I'll be in the "good" camp. If the UI problems are fixed on top of that I'll be closing in on Excellent (though I don't know much about balance yet.
If you get an equippable item as a reward, I would like for the reward window to display the corresponding equipment slot for each each champion in the party. And select one of the champions to auto-equip the item with without going to the Equipment screen.
Ok, so is this a personal jab against me or why does the annoying "breaking glass" treasure sound play even when you found a city? It didn't make sense for a lot of the treasure pickups, but it makes even less sense for founding cities. Frogboy asked for what to replace the sound with if it's that annoying. Now I have come up with an answer: Make multiple generic, less invasive sound effects that play randomly when you pick up a treasure. I'm not sure if I've e
That wouldn't make sense; you could potentially build a dock 10 squares away from the city.
Good and elegant solution that allows for both auto-placement and manual placement: - Cities can only place tiles max 2 squares away from the hub - You can place buildings into any of these tiles at the very start, no adjacency requirement - Placed buildings are purely cosmetic; to attack the city you need to reach the hub tile This way there is no need to snake out to rivers or forests, and there is no advantage / disadvantage of using auto-placemen
Oh, so the tile placement system isn't actually gone at all. Major, major disappointment. There's a HUGE incentive to use manual placement so this is not a working solution.
In the changelog Derek mentions that Clerics reduce unrest by 5% per essence. However when I hovered over Clerics in the build menu, it said they lower unrest by 10%. I had two essence in the city. If the clerics did indeed take the essence in the account, and as such reducing unrest by 2*5%, the tooltip needs to say that it's related to essence. Otherwise players keep wondering why sometimes it gives more and sometimes less of a benefit. If clerics always reduce unrest by