I was just about to report that as well; it seems that the "contiguous city" algorithm needs a tweak.
DrGuppie
I like that HUD info, except that it covers the middle of the city. What I'd rather is that it's always at the lower extent of the city structures. So if you start building "down" the screen, the HUD info moves to be below that area. And if you rotate the view to another angle, the HUD info keeps riding below the tile that's "nearest" the player. I think it would be nice if it was semi-transparent as well, but maybe just less scaling for the HUD would work. As it is, it feels like it can take
You should read through the release notes and dev entries; the build mechanism for new cities (beyond the first) now requires a Pioneer's pack (equipment) and consumes the unit when the city is built.
Edit: Never mind on the loading; this appears to be known and with a workaround: https://forums.elementalgame.com/386176 The stuttering sound seems to be due to something that absolutely hogs the CPU during the game load. Something is definitely a little off when even the rather lightweight background after the intro movie maxes out two CPUs ;)
[quote who="Peace Phoenix" reply="5" id="2661741"] I'd also like a way to see the list of quests that are active and those There is already. Click on the NEXT PAGE icon Not quite. Cycling through pages is not the same than having a page with all quests titles [/quote] Exactly :) I'm not sure how King's Bounty handled it, but I've grown enamored of the idea of a book where the table of contents is the list of quests and clicking on the ToC entr
Definitely like the ideas you have for shards. Would love them to be more interesting and with the potential for Bad Things (e.g. Unlock Shard). I'd like for them to have effects on the terrain around them just by existing, too. Areas around Water shards are swampy, areas around Fire are dry, etc. I'm not suggesting the land literally morph (e.g. not mountains springing up due to an Earth shard - maybe Earth shards tend to make land fertile or something), but it would be awesome for them to h
Even when you're in the area of influence this can happen. Was wondering why I couldn't build my Scenic View building but it was showing as buildable. A few turns later, I could build it.
[quote quoting="post"] Spell Bugs: Certain spells do not use essence, others do. [/quote] The bug here might only be in which spells require essence, since there are definitely spells that are supposed to require essence (e.g. Summon Familiar).
Yup, just had my familiar defect (and I've plenty of money). I was in a city I had just captured and I had an army of 1 Peasant, 2 Imps and my familiar. The enemy attacked me on the same turn that I captured the city and my forces did not join me in my fight (so I lost) and afterward were on the enemy side.
I'd also like a way to see the list of quests that are active and those that are complete. To keep with the book theme they have going on (and maybe I missed it), there could be a Table of Contents page.
[quote who="VeryAngryDwarf" reply="6" id="2656416"]Every time this has happened to me (in 2, not yet in 2A) I've always had the same point total in the vicotry screen - 4321, I believe. Does that seem like the same issue you're describing?[/quote] I think I had that point total last night after playing for hundreds of turns. I suspect 4-3-2-1 is a placeholder value :)
[quote who="ddd888" reply="34" id="2656407"] i noticed with last build that cities are way more stuck with food/ppl dunno if this is intended but imo its a bit too much, i found HARD in 2 3 towns to get them growing [/quote] I didn't have any trouble growing cities, but they do grow more slowly which I believe Frogboy specifically mentioned tweaking. I'm fine with that and if they have a "pacing" preference option, then faster pace would speed
[quote who="Xtropy" reply="22" id="2655126"] Quoting klaxton499, reply 21@Xtropy To me the choice is enhance an existing building or build something new. The adjacent addon should occupy a tile. Right, but the choice to enhance an existing structure or build something new has nothing to do with adjacency. This "choice" exists whether or not an "officer's quarters" is built on the other side of the city or directly adjacent. I'm ask
Sadly no, it produces prestige. I think. I didn't check to see if it actually was though, but either way - no ore anywhere to be found on my map. Made my few soldiers equipped with iron weapons (got some metal from a quest or two) really effective tho ;)
I dunno; I think Ore might just be showing up as wildflowers right now. I just explored the whole map and didn't come across any ore at all, but I did get to build a couple Wildflower spots and right when I started I thought "Oh, yay, Ore!" .... And then I zoomed out and the ore turned to a wildflower tile.
Sushikawa - I too like being able to build my cities, and I don't expect (or want) that to change. I think the quest here is just to reduce the amount of times you have to go back and build a garden or hut.
What about a mechanic that rewards you for managing your housing and food, but doesn't require it. I'm not sure why "houses" is a tech you have to rediscover (people in this world can build Inns out in the wastes, housing can't be a huge stretch), so if those first three levels (slums, huts & houses) were functions of city prosperity (education, wealth and prestige) that your citizens built automatically then basic housing could be ignored. You'd then have three options a) ignore
[quote who="Sanati" reply="8" id="2651198"] Quoting Ron Lugge, reply 6 It's not a tetris 'minigame', it's a rather sensible restriction. Your city has to be one contiguous block. Several buildings (lumber mill, fishery) don't follow those rules, and for the ones that do it really is like a tetris minigame as you find a way to snake your city out to the resource you want. I have cities with a single wide string of 1x1 buildings that stretches out far from the city
I was able to build a fishery inland between two mountains. Fishing in the Mountains save: http://dl.dropbox.com/u/8018430/FishingInTheMountains.EleSav I just now noticed that even though I was allowed to start building it and the building timer went away, the structure never turned into a finished fishery (not all that surprising I suppose).
[quote who="Hyrim" reply="49" id="2647298"]Is there still a team working on the graphics side of things? I'm just wondering becuase because in the first screen shot it looks like random buildings pushed together rather than an organic city. Sorry if this has been asked to death[/quote] I guess it depends on what part you're looking at. The city structure looks very organic, it flows out into whatever spaces and directions the player has chosen. If you're looking at how the tiles "fit"
[quote who="Darvin3" reply="27" id="2643750"] Um... that map looks extremely similar to Arda... even the mountain ranges are nearly the same. Reduced 26% [Giant pic edited out] Original 2186 x 1405 [/quote] I don't see the extreme similarity that you see. There's the general similarity of
[quote who="PyroMancer2k" reply="6" id="2643620"] I might be over analyzing this but Lake Gandru doesn't seem that realistic. It has two rivers leaving it both of which go to the sea and on opposite sides of the continent. Water flows down hill and takes the first available opening so which ever river exit was lower would take precedent except maybe in times of heavy rains when the lake rises enough to poor into the 2nd river. I'm not that familiar with every lake/river in the wor
[quote who="Wieke" reply="20" id="2629727"] quoting post Randomization vs. Richness. I won’t lie to you, we have a trade off in front of us and it’s a big one. We can randomly generate the battlefields in tactical combat OR we can have it pick from a series of pre-made tactical battle maps. The randomly generated ones won&rsqu
Strongly pro-canon development here. As I understand it, though, modders should be able to add in those other optional custom races anyway. Or Stardock can add new custom assets post-release. Even if most players end up creating custom assets at some point, there needs to be a reason to get sucked into the world and get to the point of wanting to create those custom bits.
If you are creating a custom race to play then it seems pretty likely that you will like that more than the other options. If you didn't prefer your own creation, then you'd pick something predefined. Plus the poll seems like it'd be horribly skewed at this point - the default races aren't really developed, we're specifically looking for things that break/crash, we are (largely) going to be a group that likes to find and push every button... It's important for people to be a