Does one already exist?
Trojasmic
because the amount being requested by my opponent is something crazy like 60000 whatevers even if I'm kicking his butt. Can we make the way the AI values certains aspects of diplomacy a little better?
The only problem with that is that I'm tearing them to pieces. Why is the AI creating so many catapults?
Hi Kryo, I've tried zooming in and back out, checking out different screens like the kingdom report, character inventory, etc., but I can not get the cloth map back again once this happens. :-(
How did that happen? Isn't that too high? Is that a bug?
My 5 year-old wants to be able to choose what color his building and influence line is when starting a game...and I do too please.
75% of the time I click on a tile to build something for my city from the cloth map, the building ends up going on some other random tile in the city. Anybody else experience this?
http://dl.dropbox.com/u/9317559/Elemental1_07-2010-09-06T07-59-53-85.dmp http://dl.dropbox.com/u/9317559/debug.err
I have to open the options menu to save the game and as soon as I do the video graphics quit working on my cloth map. I have to exit the game and restart. Will you please fix the bug and/or add a quicksave hotkey? <img class="embeddedObject" src="http://content.screencast.com/users/trojasmic/folders/Default/media/36ecfd22-e2a4-4864-a64
there are way too many clicks in the diplomacy screens, but here's my biggest one. After I tell one faction leader goodbye, I must relaunch the kingdom screen, then click foreign relations, etc. so please make it so that when I tell one faction leader goodbye, it just goes back to the foreign relations screen and not all the way back to the game.
If so, please let me know.
I seem to have run into a limit on the number of quests I can have active at the same time. This is problematic for me because the 2nd legs of the quest have spawned in places that not accessible. One on an island that I can't get to and one in an oppontent's territory with a non-aggression pack that is too expensive. So back to my original question. Why is there a limit in the first place? Interestingly, this limit seems to be based on quest level. Anybo
so I can see where all my caravans are going and how much they're making at a glance. By the way, there's another thread about allowing caravans to trade other resources besides food based on its source city. I think that's a great idea.
Sometimes I can only build 1 per city. Sometimes I can build 1 more than that. Why is that? P.S. What's the formula for what caravans produce?
Is that supposed to happen?
4.0 was the right score.
I think the criticism is spot on. The betas we were playing were really alpha-builds and what we're playing now 1.0.x is the beta version. Stardock had two choices for release dates (August 2010 or February 2011). They chose August 2010 to get some money (although Brad has mentioned they didn't need any money) and feedback on this beta version. The real GA version will be 2.0 which comes out in February next year. I think I would be ok with it if Stardock
2nd this!
These are really deplorable not to mention, the AI has created the same unit "Archer" for me 3 times already.
I currently seen no point for the minor factions other than getting rolled by the AI. Weren't they supposed to offer some unique units or equipment or something?
Will you please put something in the Hypergammon or research technology text to help me understand that?
I couldn't see any new spells in my spellbook and I don't see anything about this in the Hypergammon (I know it's called something else, but that's what I call it).