I heard that they will be giving us each 1 gildar per bug found
Trojasmic
I've had that problem too. Usually occurred when I tried to attack a stack of dudes that were already dead because I used pillar of flame on them. That caused my End Turn button to disappear and then I had to reload from save. What made it even more annoying is that when I first loaded from that save, Altar would surrender to me even though he was winning 475 to 100. That pillar of flame bug is a nasty one! So I had to go back two saves. Argh!
Gosh, there are a lot of things I think are near perfect. Here are five. 1) Quests - just a few UI quirks and maybe add a few more 2) Champions - a few should come with allies and some should have unique spells or traits... there should be a small chance (based on prestige or something) that heroes come to you like they did in MOM and MOO. 3) Weapon/Armor/Items - the emerald cap looks funny and maybe add some more weapons/armor/items for magic/range heroes <
Oh and one other thing I wanted to mention. You'll notice on the mini-map that the whole map is red. It's red because both Magnar and Altar's colors are too similar. Please change that. Make Magnar dark red with black border and Altar light red with a white border or something.
Here's the saved game... the tide has turned after a 200 turn war against pesty Altar. http://www.mediafire.com/?bgnn7wnmazhkwgn <img class="embeddedObject" src="http://content.screencast.com/users/trojanben/fold
yeah we've reported this numerous times and usually get a response that it works just fine for everyone at Stardock. i doubt they'll ever fix it.
Outpost spam isn't near annoying as city spam was. Pioneers are cheap for land grab. That's the name of the game. Elemental: Land Grabber. I don't see them adjusting the pioneer cost.
The AI should "learn" human tricks similar to the way they get to poach our troop designs. They should be able to review the spells that we cast and re-prioritize their own casting based on that.
I wish the trait trees were setup more like the following. Some basic stuff followed by some really cool ones: Defender I/II/III = +5 defense/+10 defense/+15 defense Endurance I/II/III = +1 hp per lvl/+1 hp per lvl/+1 hp per lvl Resistance I/II/III = +5 resistance/+10 resistance gold/+15 resistance Def
I wish the trait trees were setup more like the following. Some basic stuff followed by some really cool ones: Builder I/II/III = +1 materials/+2 materials/+3 materials Loremaster I/II/III = +1 research/+2 research/+4 research Merchant I/II/III = +2 gold/+3 gold/+4 gold Builder I + Loremaster I unlocks = Enchanter I/II/III = building troops in this city u
Don't hate!
Jon is working on a GalCiv clone with zombies and vampires for the iPad.
You won't need to give Path of the Governor more than 1 xp/turn while in a city. There are other ways to get more. First, there are the potential traits and they could even move the knowledge trait here. Second, there are buildings. They will fix the adventurer's guild uselessness in Beta 4. Third, you can always sneak the governor out for a few quick battles for easy xp. So simply adding 1 xp/turn while in a city will be a huge help for this archet
Agree with other posts... Path of the Governor should be Path of the Governor +1 Faction Prestige; gains 1 xp/turn while stationed in city
Every time you people say a faction ability is OP'ed, Stardock just grins. That is exactly what they want to hear. Altar henchmen is OP'ed...great! Tarth monster avoidance is OP'ed ... wonderful! Pariden's Outpost spell is OP'ed ... perfect! I don't hear anybody talking about Gilden, Magnar, or Yithril abilities yet. Everybody says Resoln shard elementals are too weak. I suspect they'll tweak those other faction a
Remember Jon Shafer's prose on limiting choices... Good game design dictates that we don't get an endless supply of choices; instead, we get fewer, really good choices.
Now that you mentioned it... I noticed this too. And I think it was against trolls. Hmmmmmmmm.
If you speed up the early techs too much, then the faction with the Research +5 trait will lose some of that advantage. I would not change the tech speeds. If you have an issue with pacing, then play on Fast, find a Lost Library, build studies and libraries, cast Inspiration, choose Path of the Governor, and/or grow your cities faster.
I'm seeing much better starting locations than previous beta versions. Hmmmm. Strange!
So some creatures of Morian killed my vassal Queen Procipinee. Twenty turns later they had traveled across half the map to kill her again. Is that a bug? <img class="embeddedObject" src="http://content.screencast.com/users/trojanben/folders/Default/media/05bd6127-6bd
These are great spells that I use against the AI when he's in my territory. I haven't seen the AI use them against me. Brad, will you please "encourage" the AI to use these spells? Is it possible to train the AI to copy our use of spells just like it copies the way we design units?
There are two apiaries feeding this city. One was feeding a different city previously, but that city is now owned by someone else. <img class="embeddedObject" src="http://content.screencast.com/users/trojanben/folders/Default/media/669f401e-5c38-49d0-af90-20380b8743e6/4plu
Should that be possible? Should that say immune to cold instead?
Anybody know?
I think the title pretty much says it all, but basically I hit the troll for exactly his remaining number of hit points. I won the battle and left the tactical battle screen, but then noticed the troll was still on the tile with 4 hit points. 4 hit points is the number he regenerates during a tactical battle turn.