I'm not sure if that even counts as one of the many UI annoyances Das ;-) Each release has a few UI nuggets but nothing we've been asking for yet. :-(
Trojasmic
I used to have a problem with pacing too. Movement too slow. Tech too slow. I would play on Fast and play Tarth for the extra movement point every time. Now either I'm becoming a better player or they've done some tweaks to the pacing because I'm playing non-Tarth factions on Normal speed and it seems to be okay. I don't think I've ever gone all the way through the tech tree though so maybe I need to play on larger maps or something.
I played with the standard settings shown here. I felt pressur
http://www.mediafire.com/?1o0v4nq1p72qnni Summary: I only had two cities for a long time. Resoln and Kraxis declared war on me early so I took the 300g reward for killing rats and paid off Tarth to be my friends so I could deal the waves of gravewarden/spiders (Resoln) and mage/militia (Kraxis). I found a couple of choke points which helped prevent the AI sneaking around my back door and attacking my cities.&nbs
Master Scouts + Outpost Spell sounds nice, but did you see Brad's post that monsters don't target outposts? They wander aimlessly and may accidentally run into your outpost.
Will you guys please drop the price on Twilight of the Arnor again soon?
[quote who="Tattyhat" reply="6" id="3160606"]Derek promised, he even crossed his heart that it would be this Thursday.[/quote] Crossing your heart means something on Planet Tatty not Earth.
[quote who="Kalin" reply="120" id="3160543"] Oh come on... + Master Scouts faction ability keeps monster player units from attacking the player, though they can attack monsters (Tarth ability) ... as if Master Scouts wasn't cheap enough as it is. I almost feel like cheating when I make a custom faction with Master Scouts.[/quote] Each faction is getting its own CHEATER ability... go big or go home!
I say two more weeks... this one has too much good stuff to be able to pass QA on time.
[quote who="Alfdaur" reply="108" id="3159918"]Will it be tomorrow?[/quote] My guess is two weeks from tomorrow.
[quote quoting="post"] * Which difficulty represents the AI playing its best, but not cheating? [/quote] Challenging. The AI starts cheating at Hard.
[quote quoting="post"] * Spell Mastery, what does it do? I get the sense that it affect the success rate of casting resistible spells like slow, but that doesn't seem to carry over to direct damage spells… does it have any effect on them? If so I have no idea what. It also doesn't seem to carry over for summon or unit buff spells either… if I’m not a water or death mage do I really care about spell power? Also c
Yeah they had a problem with the economic model being out of control. That seems to be fixed now with 10% selling and other fixes. I'm ok with it. I do like the idea of special merchants or special shops or special quests that grant you special merchants or special shops or maybe increased selling can be a Civ tech or a faction trait or hero trait. Lots of possibilities here.
Top 5 1. Champions (who doesn't like roleplaying their own heroes, traits still need some work) 2. Weapons/Armor/Items (good balance, good variety) 3. Quests (fun, good choices) 4. Faction Differentiation (go big or go home) 5. AI (getting better every release) Bottom 5 1. City Management (need better buildi
I've noticed that too with a lot of stuff... they were probably trying it out as a feature "the runaway! you're about to get killed feature" (reminiscent of the "marching in place before moving feature", but it looks more like a bug. i think they should go back to the old way.
How about throwing in a couple of these? https://forums.elementalgame.com/425333/page/1/#3158465
1. UI issues with the Army, City, Quest list down the left-hand side The list extends past the viewable screen real estate when you have lots of armies, cities, and quests. That should trigger a visible scroll bar It should be easier to determine which armies still have movement points available Whichever army or city is selected on the main screen should be highlighted in the list down the left 2. Tactical battle UI issues <
Yeah I don't think the whole tree should be randomized, but I love a few different random techs here and there each game.
I've seen this a couple of times now... Notice the gildar breakdown window says this city should be making 110.8 gildar per turn, but the city details window says it's only making 24.8 gildar per turn. I've seen it go back and forth during the game (correct then not correct). http://www.mediafire.com/?pgazg7gjgz25a82 http://www.mediafire.com/i
one of those bugs you don't really want to report ;-)
Has SD said anything about fixing that?
How come? Upgrading from a dagger to an axe is also a problem, but that's a different story. Maybe the upgrade button needs a little more information in the UI like what clicking "upgrade" really means to you.
[quote who="Sethai" reply="27" id="3156649"]I'd buy it because I have 64-bit. I'd feel pretty bad though if I knew that I was getting something others couldn't. I think a better way to come at the question would be "if we've got feature or improvements we could only make work on 64-bit systems, do we have enough 64-bit players who want that, to make it viable?" I'm sceptical on that last point. I want the game to be better, so I'd buy it on those grounds, but I also wa
[quote who="Derek Paxton" reply="39" id="3156342"] No, the patch is scheduled for next Thursday assuming it passes QA. We still have more to add.[/quote] Good. Maybe I can finish my .914 game. The AI is getting better so it's taking longer to slug my way through a game on hard.
Yes, this is clearly a case of an unintended consequence turning into a great feature. It's a great way to make the champions unique.