Yes! It's good the tooltip tells the info, but I want it to show me the info, too. One workaround- you can cast the spell (if it requires a target) and when you highlight the enemy it will tell you the value. If you don't like it, you can right-click to end the spell. Found this out today.
Lord Reliant
Good job, Dex. Stardock needs to hire you as their copy editor!
Maybe raise/lower and revitalization are spells that show up randomly? I know at one point there was discussion about some randomization in the tech tree, spells, and units, but I'm not sure whether this is a bug or a feature.
When I choose the Build option on a resource to claim it as my own, I can't see any additional information for it. Let's say I want to see how many horses my stable is producing. Where can I find that info? It's not displayed on the resource itself (a bug), but I'd also like to see more information about the resource itself. This applies to mines, horse/warg locations, shards, apiaries, etc.
[quote]I rewrote one of the city functions to hopefully improve performance. There is that little…stutter I see when I place an improvement. I also made it so that you can double click on an improvement in the build menu and have it auto place it.[/quote] Sweet! I can't wait to double-click my way to improvements. Thanks for another annoyance fix.
[quote who="Frogboy" reply="14" id="3069807"]Well, I remember that as the monster difficulty goes down (for the human) it goes up for the AI (i.e. the monsters go after the AI players more).[/quote] Right now, you can't adjust the monster difficulty, just the frequency. The options are Sparse, Normal, and Dense. And then the Difficulty tooltip doesn't mention anything in regards to preference/non-preference given to AI players. But since you recently discovered the tooltips ex
It's common where one of my champions/sovereigns gets and item or is prompted for a quest. I click OK and then my focus is shifted to one of my other units. While the focus problem needs to be resolved (as found here https://forums.elementalgame.com/416820 ), even short term just putting the champion/sovereign/army's name would help a bit. Something like: Lady Irene received: 3 Gildars [OK]<
Yes. Please fix this! I actually filed a bug for the same issue- https://forums.elementalgame.com/416729 . I find it similarly annoying when one of my guys finds something, but because he's out of moves after clicking OK I'm whisked to another hero, leaving me to play detective for which champion got the item.
[quote who="krasny" reply="2" id="3069562"]Could you implement lower delay for edge scrolling? The edge scrolling in Civ4 is perfect.[/quote] I really like the new edge scrolling. I'm didn't see this until now, but the Options Menu has a Edge Scroll Delay option now. Does that help? I tweaked my delay down.
[quote who="Frogboy" reply="7" id="3069278"]Just curious, what world difficulty did you have it set to?[/quote] Difficulty is set to Normal. Monster Frequency is Moderate. These are the defaults.
Here's a screenshot where this happened. In this example, I was prompted to change research, right after I had already started a battle. This also then triggered another battle to start with one of my other champions. This caused my prior battle to act very strangely- Units wouldn't continue attacking until I inspected their character card. It made knowing how the battle went very difficult! <img src="http://tntfamily.com/gallery3/var/resizes/FE-Screenshots/_77_OrderofEvents.p
I was fighting a battle in tactics view. Right as it started, it notified me another battle was in progress, combine with information regarding a quest that completed. It's almost like the game isn't recognizing when one event has begun before launching another. Anyone else run into this?
These screens generally need UI and cleanup work. Good suggestions.
Please! Same goes for cities without production. I keep missing those, too, when I could be building something instead.
Same here. Monster AI too aggressive combined with the enemy AI not being protective enough of their cities and/or not taking out monsters before they're an issue.
I'm hoping there's more use to them than just cash. I know on one quest I needed to get 3 pelts to make a robe/cape, but beyond this I'd love to see something like what you mentioned. Using stuff you find to make cooler stuff would be a great addition to the game.
I'm playing a game now with somewhat similar results. My one ally and one of my enemies were taken out by roving monsters. We'll see if I even have to fight my last enemy- I think I've only seen him once so far.
I find it frustrating that I can't keep these lower level guys alive. I want to have a level 10 dog, but he keeps dying in one shot.
Great OP and feedback, guys. Magic can make a big difference, but not enough long-term and even at the beginning of the game I'm hesitant to want to use it since it costs so much and could be used in other ways. :(
Bring on the skeletons! I want skeletons! [e digicons]:borg:[/e] I think the general spell system is good, but the spells themselves and the scaling need some lovin'.
I don't think this has been addressed yet in patches, so hopefully in the near future. This will have a big impact on the game once it's working properly.
Wow. .77 already? You guys rock. Any word on what we should do with old saves? Should they work fine or should we always expect to blow it away for the new patch?
[quote who="dragoaskani" reply="3" id="3067722"]Despite this I have noticed the AI still builds its cities pretty close together compared to mine. I think part of that is they tend to build square cities. Where as I tend to stretch mine out to bring resources into the city walls.[/quote] Is it possible the AI doesn't have the same rules enforced as the player?
Could info on using/not using old saves with new patches be included on the release notes page?
Thanks for the reply, Derek. The tooltips would really be helpful. I'm not sure if that same crown icon is used anywhere else to represent experience, but doing so would help to associate all of that together.