Any word on pioneers displaying the Zone of Control before they create with an outpost or city? https://forums.elementalgame.com/416088 Or how about displaying the specific ZoC for an oupost inside of a city's ZoC?
Lord Reliant
[quote who="Mistwraithe" reply="156" id="3243633"]Mmm. Only just catching up with the final patch notes. That is quite a list of changes and most of them sound good to me. However, many of the bugs I regard as most serious don't seem to be listed. I guess I'll have to try the beta and see if there are more fixes than listed in the notes.[/quote] You should post about them, if you haven't already. If you have, more info or a link to that post would be good.
I've also noticed the issue when repeatedly loading the same save game that it will eventually crash like you mention in #1. These are some great, repeatable crashes I hope the devs know about, especially since they are so easily repeatable.
This has been a problem for a while. I hope it's addressed before 1.0, or some reviewers may have bad things to say about that.
Reminds me of the Imperial Guard that protected the Emperor from Star Wars. I doubt this was the intended effect.
[quote who="Frogboy" reply="81" id="3243553"]I don't know what to say other than thank you. You guys are awesome. [/quote] And this is why Stardock is so awesome. Of all of the attributes, it's the commitment and appreciation of customers: Listening to feedback, fixing problems, talking about the status of things, and doing your best to deliver an excellent product. So thankful for you guys. It's a very refreshing mentality from the large game companies and also a
[quote who="Derek Paxton" reply="12" id="3243276"] Hmpf, checking the code shows no such limitors in place. Inserting them now.[/quote] Does the GUI in tactical battles reflect the 5% minimum chance to hit, too? For instance, when you highlight a unit that could have lower than 5% chance to hit would you see 5% shown?
[quote who="Kestral2040" reply="13" id="3243143"]Also keep in mind that cities can only be built a certain distance from other cities so sometimes an area you might otherwise be able to settle in could look un-settleable (now there's a word for ya) due to that. The yields are generally dynamically generated from the surrounding terrain and you are correct, rivers do have good yields around them. The yields displayed on one tile are actually the sum of the individual tile
[quote who="harmonius_" reply="10" id="3243234"]Blind Slag with accuracy 48 vs champion with dodge 65. I tested it 3 times. Results: 136, 550 and 202 misses. Maybe minimum hit chance is 0.5% rather than 5%.[/quote] Silly decimal points!
Wizards- the universal scape goat. Now we know why FE is in a fantasy realm- to give the devs something to blame! ;)
Settleable areas (we really need to figure out if that's a word) are somewhat random, but with restrictions. For instance, you can only build cities within a certain distance of each other (based on map size). SD did this to limit city spam, and I think it works well. Kind of reminds me of the settlements you could capture in Age of Empires, though with more flexibility since usually there are multiple tiles open to choose between a mix of grain, essence, and materials.
[quote who="Frogboy" reply="87" id="3241995"]Monsters don't target outposts or improvements. (I'm giving away my secrets!) Those get destroyed due to them being on the way.[/quote] So, how does the Warden upgrade for outposts work if it doesn't repel monsters?
I have a 9600GT and haven't noticed any performance issues. I also am running FE at a much lower resolution than 1080p (1680 x something). I'll be interested in seeing the performance improvements Brad mentions. Performance optimization is always a nice thing. My only performance gripe has to do with load times. I have FE on an SSD with a quad core and it still takes quite a while to load a new game. Other than that, performance has been great. I can't remember if
[quote who="Ausland" reply="21" id="3242185"]I didn't even realize there were combination spells. cool.[/quote] Same here. Seeing the prerequisites would be very handy for being strategic with my level up choices.
[quote who="Gaunathor" reply="38" id="3242447"] Quoting seanw3, reply 37Unfortunately the color of the space pony is hardcoded for the sake of realism. A red space pony is just ridiculous. I concur, red is pure nonsense, but what about blue? [/quote] That will be an option in the next expansion.
Even if key customization isn't a possibility because of programming effort, a simple list of the existing commands would be very much appreciated, ideally in the Options screen or in-game with tooltips.
I've run into this same scenario. Very frustrating. Great suggestion, Heavenfall.
Brad, I assume there are plans to continue updating FE with free patches (ala GalCiv 2) even after the 1.0 release, right?
[quote who="mqpiffle" reply="34" id="3242334"]Thank you sir! I knew my annoying perseverance would pay off someday. [e digicons]:')[/e] [/quote] Did Toby mention the capital will be indicated by a giant, floating pink space pony? Be careful what you wish for...
This is incredibly awesome! Thanks, Derek and company. Seeing the range gives a much better idea of how things may end up (along with the spell resistance info, too).
[quote who="Derek Paxton" reply="7" id="3241991"]Fixed, thanks. (Toby is updating all the descriptions, but this one was also just doing the wrong thing).[/quote] Thanks for double-checking these, Toby, and for your attention to this, Derek. With all of the rapid development and changes, I'm sure there's a few that have gotten out of sync that haven't been specifically mentioned.
I see the same thing with Zone of Control. If you build an improvement, ZoC doesn't change until after the next turn. Interesting that the tooltips updated but not the UI. Probably because the tooltips run a recent query whereas the UI is more turn-based?
I've found this to be a repeatable crash. Any time after the start, it happens with consistency.
You can view the level of a unit, but not the XP. A very easy workaround might be to make a tooltip over the level to display current xp and needed XP. For example, highlighting Level 2 would display: 15/20
Just let us know when Avatars are working. I'd like to change mine. Also, maybe it would be helpful to sticky this in the meantime since it's a known issue?