As i was going through the XML i noticed something and remembered this thread, so to quote 10
Terraziel
[quote who="Aractain" reply="40" id="2665506"]The only issue I have is the same issue I had in Galciv II, I wanted a ship about the size of 8 tiles. However, your engine just scales down the size of the ship to the title based on its extents (as well as a maximum size in the editor). Damn you! Elemental looks like its going to be difficult - if not impossible - to create massive multi-tile 'stuff' on the terrain. This potentialy saddens me.[/quote] yeah, on a
I shall preface this by saying that I Always play games on as high graphics settings as they support, heck I use the configs that make Crysis look better. My general opinion is that you should endeavour to have as aesthetically pleasing graphics as possible, up until the point, where it will interfere with the game itself, the issue I feel is that graphics have taken the front foot for the better part of the last decade, there were various moments, 2001 seems to have been on
Basically when in a stack (possibly just with champions, haven't tested with normal units), pioneer units are not consumed to construct improvements, however whilst on their own they are.
[quote quoting="post"] Suggestions and ideas on how you would like to manage spells. We’re working on this internally but we’ve love to hear your ideas. [/quote] Whilst this is something impossible to judge without knowing how many spells we are likely to be expected to manage as a maximum. But my first though ran something like a hand of Magic cards, basically a click button on the interface that spreads out an arc of cards, either
Just as something worth noting for this discussion, there are already, as noted previously in the thread, "Refugee Camps" as a tile in the game, they don't have function as quest givers but should be proof enough that people have banded together during the period between the cataclysm and now. as an aside, the argument that inns\nobles shouldn't really exist yet is as dubious as the argument that inexplicably during the last one hundred years no one anywhere has built themselves a
As demonstrated in the screenshot, pioneer built shrines don't remove the original model. applies to atleast Air and Fire shards, i would assume everything else to.
A couple of minor suggestions, to improve the overall feel of the game world. Firstly I think some of the major items in the wilderness, need to have graphical\texture effects that spread to nearby tiles, take for example the Bone Ogre lair, Now this creature apparently lives in a volcanic vent, unfortuna
Personally, I would agree that complexity isn't really the issue at hand, if anything it's not complex enough, because you don't really have to think about where or what you are building, you lack interest in your cities, this is not helped by lots of buildings that do essentially the same thing, as well as the horrifically ugly nature of the cities themselves, not the individual designs, simply the "I am square building stuck randomly in square with a bunch of other square buildings". <
my current concern is that you have too many buildings, my hope is that buildings will end up as more unique than what they are now because, for example, as far as i can see there is no reason what so ever to build: Conclaves, Emporiums or Town Councils, to say nothing of the buildings which seem to have no function (yet) such as granaries and warehouses. Conclaves are the worst offender, you could literally build another city for the cost of a Conclave, and it does next to nothing, even
I say generic bug because I'm not sure whether it is solely a graphics bug or not, though the revive land spell seems to have no effect on it.
Initially I was able to train a "Party" of troops, and successfully did so. but at some, unfortunately ambiguous, point the option stopped working, with "Party" selected the build time and the Wage still increase but the overall Cost doesn't, and when you click to actually train the units it only queues up a single person, "Squads" work fine.
Whilst I realise magic isn't really in yet, the single spell that is in demonstrates that the icons are wrong According to the Icons on the "Revive land" spell card it should be costing 5 essence, because the weird wibbly blue line represents Essence in the rest of the interface, most specifically on your channellers stats.
I assume this has probably been noticed but..... The categories in the unit design window are horribly wrong. Under the Armour Tab, I'm fairly sure that cloaks do not count as "Wrist Gear" and that Armlets are not "Weapons" Under the Equipment Tab, Boots count as "String not found", and again cloaks as "Wrist Gear" as an additional bug, the first time you go in to the screen after a reload, the items aren't divided into categories at all.
I get the impression that Taxes aren't in yet. If you check the Kingdom Report income from "Buildings" is separated from income from Taxes, and a there are a bunch of other sources that don't seem to do anything.
My suggestion for how they should set up allowing "monsters" to wear armour, noting this is just for behind the scenes coding ease, as one way or another you want your weird monster to wear sensible looking armour you will have to model the armour to fit it. First is that you need a "body type" tag somewhere in the unit\model\race set up, (invisible to normal gamers obviously) Second is that instead of simply assigning each armour piece a model, you would set up a list a
Whilst I generally love Dragon Age, it has some major AI issues, and I'm pretty sure I ruined it by playing through as a mage first time through, for most of the game my party consisted of 3 mages and Alistair and it got faintly repetitive, it took me one spell from each mage to kill every White enemy on screen without being hurt, then a single further spell to kill any remaining yellows, Orange enemies were harder but not much due to aforementioned awful, Awful AI (basically you can make mel
I interpreted the point of the yellow and red "mainstream" techs as giving you a chance of getting the tech Early, rather than a chance at getting it at all.
I'll admit that I keep killing my melee characters with friendly fire (Walking Bomb is the most fun ability known to man, if perhaps over powerful), But as my party generally consists of two mages, an archer (rogue), and the lone two-handed weapon warrior it tends not to concern me.
Now, by my reckoning essentially what the OP is asking for is a variation on the Warhammer system, instead of experience increasing the soldiers number of wounds (HP for those not familiar with Warhammer) it increases their weapon skill (an abstraction that covers your ability to attack and defend with melee weapons) so that stabbing someone through the face will still kill them, lesser units just have a harder time doing it (Other modifiers aside obviously).
I think my concern with option C is the required interface behind it, essentially all Option C does is create a temporary unit design so that the player doesn't have to. What I want to know is how temporary, if I lose a resource needed to build a unit it will ask me if I want to continue building it, but what if I click yes and close the build window then reopen it, and build a second of the unit, will it ask me again? what if I change to a different city will it have to ask again?
To be fair in Gal Civ investigating anomalies was a separate option to exploration in general. and I imagine it hasn't been put in yet so they can decide how it will interact with Dungeons, or at least guarded treasures
I think that's probably a bug rather than through design.
This sort of thing only makes sense when Research has no associated costs, which obviously it doesn't at the moment but further down the line it might\should\could be to your economic benefit not to be researching anything.
OK, according to the debug.err file the display devices are detected in the order set by Windows, ie the 1280x720 monitor is listed as Display device 3. I also did a few tests by changing the resolution on my other monitors and it pops up an error message for each monitor that is set below 1024x768. So after all that I think it's correctly detecting the resolution of all three monitors and simply complaining about the ones that don't meet the standards.