Hmm. Yeah, that seems to be how it works. Is this intended behaviour too? [img]http://i214.photobucket.com/albums/cc159/Devastator45/Building.png[/img] I suppose you just get two possible tiles when the city is made. They should both display with the green squares, though.
Netaddict45
1. Build a city. 2. Place a building that attaches to the main city only diagonally. 3. Further buildings must be adjacent to that building, rather than any part of the entire city, and there are some graphical issues.
So, 'Lord Frogboy', you going to be running around the office wearing a crown and making several unnecessary self-insertions into the game? (please say no). ;-)
I had this too, but I've got a screenshot. [img]http://i214.photobucket.com/albums/cc159/Devastator45/RoadgoSE.png[/img] Also, a new road from a city far in the east went southeast immediately. My guess would be that it was trying to link with the road, which continued SE, rather than the city.
1. Start new game. 2. Play a few turns. 3. Press escape. 4. Click Main Menu. 5. Click Skirmish. 6. Continue. 7. [img]http://i214.photobucket.com/albums/cc159/Devastator45/Islandfun.png[/img] 8. Profit. Also note that is my invisible imaginary island city, the total population of zero, and that I cannot make any moves. The menus are functional, but nothing else happens.
1. Build unit. 2. Have unit be destroyed in combat. 3. The unit, although dead, can still see enemy units around it, as if it was still alive. This happened with both individual units and units as part of a stack.
If I were to put monty on it, it would be this thursday or next monday/tuesday.
I've got a different problem myself, I'm somewhat hearing impaired (congenitally), and I would like some headphones. What should I buy?
Or they could use a method where everyone does their turn, and then it executes. You'll probably get a turn every few days done, and there might be a few players passing turns. IE, every turn it saves, and everyone logs into the server to play their next turn. Be tricky for the pause battles, though, but that's really a single player feature.
It's more likely to be quite a bit longer than a few hours to complete.
Dunno man, seems to me that with these design screens, that is, having no generic soldiers, we're going to need a little more than just a button press to do it. Probably just upgrade a design, and then push an 'upgrade design' button that makes you produce the new soldiers rather than the old soldiers, and lets you upgrade the old units with the new equipment. If it's like from a bronze sword 1 to a bronze sword 2, there probably won't be any additional cost other than just prov
They're saying that the beta won't be fun. There are some reasons for that that don't involve graphics, either. Lets say that you can't make units and it crashes every other turn, and immediately if you don't navigate the minefield of unfunctional buttons.
I disagree. It'll take the crown. There's so many more systems targeted for such a mainstream game.. Blockbusters are nice, but they tend to target smaller numbers of users and specialized populations. TBS may be a really niche genre, but if it can run on every computer, that's a much bigger potential market. That said, it probably won't win in the press and the headlines, although it might at retail and digital distribution... And hey, not
not sure why you're saying trying, moondoggiee...
Dude, you're going to be torqued. https://forums.elementalgame.com/353657 Heh.
[quote who="Seboss" reply="1" id="2361339"]This continuous turn thing sounds a bit like Final Fantasy, ie you have a limited time slot to issue an order to one unit after another that is carried out after a timer expires. The string of unit icons at the bottom of the screen seems to corroborate this.[/quote] That's not really what continuous-turn based means. I think the comparison they used was The Corporate Machine and another game like that would be
I've got what would be called a low-end system now, I'll let you know.
Ron, that's a UI improvement. If I can play Angband faster than other roguelikes because I find the interface efficient, that still has nothing to do with graphics, does it? Not that I'm going to complain about having a decent UI.
[quote who="NTJedi" reply="207" id="2358792"] A supercombatant can win these locations instantly upon discovery where as a military force will take MANY turns to build. And it would take even more turns to build a military force equal to that of a channeller who pours all the essence into himself. This means the channeller will own these defended cities and structures more quickly. The only negative effect is the channeller will need to find independent towns or a
[quote who="Hortz" reply="40" id="2358410"] Second, visuals make the gameplay happen. [/quote] Here's your sign. [quote] Third, your Tribes 2/Crysis comparison is a total failure since it's based on a subjective opinion(completely faulty and unwarranted I might add) and an argument from popularity fallacy(which is btw heavy on the Crysis side). Seriously, people on the internet just argue for the sake of arguing and being contrarians witho
[quote who="NTJedi" reply="204" id="2357769"] WRONG... a powerful channeller is used for expansion because he can conquer cities from independents as well as other players during early stages. No need to essence the land when you can steal from your neighbors. The powerful channeller is also able to conquer any building structures such as a moderately guarded gold mine or mana node which would otherwise take many turns in building an army and/or
Heh, don't mention Civ, I miss 2d.
Heh, it's ironic to use Kings Bounty as an example of how animation is required.. the original had eye-bleedingly bad animations that I can still remember well over a decade later. ;-) Hertz, don't be worried about it. There have been several dev quotes about small details being visible at extreme zoom levels, such as squirrels and so forth, which should mean that the gameworld doesn't look static. I hope it looks a good deal better than KB:TL, though which is quite
I don't think it will work the way you say, NTJedi. A powerful channeler hoarding his essence may indeed be very powerful personally.. but that's essence which isn't used for expansion. It didn't make lands habitable, it didn't provide your nation with special resources, it isn't inside buildings which are creating magical equipment, it isn't in the hands of a spellcaster working to expand your nation. There is no reason to think that it would be best to not spend your essen
It doesn't need to be that complicated to be enjoyable. Think of the total war series where all the combat math is attack rolls against defence rolls, with modifiers.