In the first map above, it looks like you had 9 allies. Is that right? I remember Derek saying you can't/shouldn't have more than 9 or you have issues. Is it possible the Oracle had 9 or more in the second one?
Lord Reliant
According to the . 91 changelog - Umber loses the Stealth faction trait and gains Warriors Does that resolve the issue they have too many faction points?
stardock334- do you have a save you could post via Dropbox Derek and others could examine?
[quote who="Derek Paxton" reply="1" id="3356170"]Fixed the issue where the guardian statues were already trigger (the AI was doing it, the AI is always messing with my plans).[/quote] When you say AI, do you mean Brad? I mean, there's a lot that could be read into that. ;) I'm sure that's the challenge with the scenario- setting it up so that the AI acts the way you want, while using the built-in AI which isn't scripted.
[quote who="Azunai_" reply="11" id="3356188"]"Lethal III - adds +12 attack, replaces Lethal I and Lethal II"[/quote] This. Though I'd probably add a semicolon or period after attack so it would read: Lethal III - adds +12 attack; replaces Lethal I and Lethal II -or- Lethal III - adds +12 attack; replaces all prior Lethal traits Maybe using the wording "replaces all prior X traits" might make it easy, that way if you add/subtract some other traits in
[quote who="Darxim" reply="4" id="3355882"] I would ask that my units with high initiative not be placed behind a wall of units with low initiative. Kind of defies the purpose of them having extra turns if they can't do anything with them.[/quote] This and/or that you could move through your own units to get to a tile rather than needing to go around them.
Along those lines, it would be really great if it could show ALL items, but have the ones that aren't unlocked as greyed out. Kinda like what's done for troops.
Love the subtle (or sometimes not) homages. Now you just need a reference to Notch/Minecraft.
[quote who="Derek Paxton" reply="3" id="3355589"] Yes, there are mysteries to explore. There is no bug, those are working as designed.[/quote] This is the part where you finish that statement with: MUAHAHAHAHAHAHAHAHA!
A similar issue happens with identifying the grid overlay for possible moves. Seems especially problematic on arctic and city maps. I have a hard time seeing where I can move units.
[quote who="Derek Paxton" reply="6" id="3355593"] http://screencast.com/t/IpPCcITPvAQG Shows up in the tooltip for me. Hmm... there must be some cases where it isn't being displayed. Im not sure what the difference is. I also dont have the tech researched which unlocks chain mail (though i tried with that research too). In either case I saw the trait warning.[/quote] Derek, thanks for replying! Is it possible having a hero with
I was thinking more about this and even if it's not possible to state the specific technology required yet because the notification is tied to it, maybe it would be possible to state this instead: This item cannot be equipped at this time due to a missing requirement. Not ideal, but if it at least gives some info that it can't be equipped in the tooltip that would help.
I'm assuming it has some sort of impact on the game later, but only having played it for about 30 minutes, it's too early to tell. I'm also curious about the Frog idol. I'm wondering if you find whatever it needs if you get a copy of Brad's Elemental book? ;)
[quote who="Tattyhat" reply="66" id="3355528"] So far I am loving the scenario. It's much better than FE's. I can't understand how Roslin can curse my city without even seeing it, maybe a bug, dunno.[/quote] Had the same question. I assume it's triggered in the scenario, and I'm fine with it happening since it make sense that the Oracle could see and do that. I just don't want it happening on a non-scenario game.
I just started playing through the scenario in .90. Chain boots are missing their requirement description because I haven't researched the armor technology that unlocks them. It should show the requirement even if I haven't learned it yet via technology since there's no other reason given why I can't equip it.
[quote who="parrottmath" reply="9" id="3353608"]I would love to work for Stardock... but I wouldn't be able to convince my wife to quit her job and move there. ;([/quote] One word- telework.
Also a good suggestion, Parrott. It's always interesting when we run into the same issues that the devs have worked through. Make me feel good that we seeing the same issues, even if the resolution isn't always an easy one. For some point in future of LH, I'd love to see the notification system generally act like Endless Space's. That system just added notifications along the right side that must be addressed prior to ending the turn. Right now, the pop-up dialogs for
I believe this was still present in .87, but I can't confirm it right now. Anyone else help out here?
Derek, any chance this might make it into the .9 release? Seems like an easy fix and would clarify what's happening.
[quote who="Derek Paxton" reply="5" id="3355167"]The problem with that is that its a lot of stuff coming at the player right away. The flow seems wrong to start the game and have your first decision be the tech you want to research.[/quote] Understood. This sounds simplistic, but what about making the logic: If Research > 0 and Research = null, prompt for a research item and then assign points into that item. ?
[quote who="AeonSkyBlue" reply="17" id="3355036"] I don't like the armor upgrade process. I would like to be able to pick what slot I want to upgrade to what item to be able to manage upgrade costs and preserve or get other stats besides defense. [/quote] It would be nice to do incremental upgrades and choose to go to each level instead of only to the highest version. There are times when I might not want or be able to go to the highest level but should be able to do a parti
Another idea would be to have folks pick a research item right away independent of founding a city. Might be good to have it that way so if a champion starts with a research benefit that would still work, too.
For a while there I know Trojasmic was using an old save (.80 or .85) with .87. Maybe that's the cause of the crash?
Case sensitivity. The bane of all programmers!
It happened! A .90 update coming: https://forums.elementalgame.com/444099/