I just noticed that my sovereign somehow has two husbands -- and they're the same person! See this save file: http://dl.dropbox.com/u/9192382/Stardock/ClonedHusband.EleSav My sovereign's husband is Rosnira. He's stationed in the city of Raras at the moment. But way on the eastern edge of the map is a second champion I've recruited. His name is also Rosnira. H
lambdaman
There are a few techs in the game (like heavier armor) that have multiple prerequisites. IMO, this should be mentioned in the info screen for the prerequisite techs. eg, something like "Mighty Blunt Weapons... Leads to: Heavy Armor (with Mighty Cutting Weapons)".
So, I was at war with another empire, but they had just sent a huge army that I didn't have the resources to stop right now. So I tried buying them off and getting them to sign a treaty with me. The treaty screen said I could either get a peace treaty or a non-aggression pact. I wasn't sure what the difference was, but the non-aggression pact said that we would agree not to attack each other for the duration of the pact. Great, I'll take one of those! Only when I
[quote who="ddd888" reply="15" id="2743089"] there is no solution, a good ai should place itself at moves+1 tiles and wait the opponent to move first [/quote] Well, if it was possible, the solution would be to have a bunch of "front line" troops with high defense to absorb the inevitable initial attack, then have them trade places with more agile units to pick off the wounded. Or wear down the opposition with ranged attacks before you send in the melee f
After realizing I had bitten off more than I could chew in a recent battle, I decided to pull back my army. I extracted my sovereign and heroes without trouble, but when I tried to retreat the "normal" units, the mouse cursor changed to the "can't move here" icon when I moved it over the retreat square. If that's intentional, there should be some UI explaining why (can only heroes retreat?)
This goes back to beta, but I think I was lame and didn't report it then. When I'm in build mode and click to place a building, sometimes the building goes on a totally different tile. This seems to be related to the autocentering that happens when you place a building -- if the screen doesn't move, I can place buildings pretty reliably, but when it shifts as I'm placing the building, it seems like the building ends up being placed based on the new location of the
Sometimes when I'm in build mode, I click to build a "one per city" building, and the game doesn't unselect the building I just built; in fact, it allows me to go ahead and build a second one. So I can, e.g., get two Irrigation improvements in my farming city -- nice! But probably not what you intended. This one goes back to beta, actually, but since it's not fixed I thought I should report it in case it had gotten lost in the shuffle. I wonder if it c
I noticed while playing a game recently that some of my cities had gotten from level 4 to level 5 with relatively little trouble, while another one seemed to require a ton of food and housing. When I investigated this (by clicking on the "Citizens" icon in the resources panel), I noticed that the first city listed its "base production" as being 250, while the second one listed it as being 750. Clicking around a little more, it appears that the base production is supp
[quote who="scyldSCHEFING" reply="4" id="2740045"] quoting post - They took an enormous risk on a genre that hasn't been successful in the US since 1994. (Civilization + Fantasy RPG) The Age of Wonders series, for one, doesn't count? [/quote] Not in my book -- AoW was fun, but it was a tactical combat game, not an empire-builder. Different genre.
Nice research! [e digicons]k1[/e] Reminds me of some bad guys in an old fantasy story by Lloyd Alexander. Except that instead of just a squad of terrifying super-elite assassins, Elemental gives this ability to every peasant with a stick! [e digicons]8C[/e]
[quote quoting="post"] I think the whole feature of faction being immediately destroyed when their sovereign is defeated on foreign territory is making the game too easy atm I had a fun game going on Ridiculous difficulty, with the AI having so much troops that it was actually challenging! But then the poor bastard decides to make a countryside journey with his combat rating 200 army right through my territory. I teleport my combat rating 1000 army next to him, and there goes his
Instead of being able to create resources out of thin air, how about letting the sovereign spend essence to enhance existing resources? I think both qualitative and quantitative enhancements could be fun: - Quantitative: the resource makes more of whatever it makes (farms produce more food, gold produces more gold, etc) - Qualitative: the resource changes to a different kind of resource. Degree of similarity t
In the current beta, when I press "end turn", I am periodically confronted with a popup dialog telling me that my city leveled up, and that I need to choose a specialization for the next level. The problem? The popup is modal and huge; it makes it impossible for me to tell which of my alphabet-soup cities actually leveled or what the city's stats are (i.e., is this my gold-producing city or my research city?). So I usually have to take a guess. So far I haven't been wr
I noticed the same thing. In my case, I was trying to grab some territory at the edge of an opponent's kingdom, and I discovered that he had built harvesting structures (one of which wasn't even complete!) on two resources adjacent to my city. Even after those resources were in my territory, there didn't seem to be any way to take them over -- very annoying! If this is already possible, it needs to be a lot more obvious in the UI. <a href="http://dl.dr
Note that the save file I posted conveniently has a second bug -- for some reason I can't build any improvement to harvest from old growth forests; at least, not by clicking on the forest or by sending a Pioneer (I didn't try using a city's build menu, because I didn't have a city that was close enough).
In this save file, one of my cities needs 50 people to reach its next level, but it has 68. It keeps getting bigger every turn, but won't advance to the next level. http://dl.dropbox.com/u/9192382/Stardock/Failure-To-Grow.EleSav [EDIT: posted the right file]
I just recruited a party of three adventurers, equipped them all with horses, and then sent my sovereign to join them. Instead of joining their party, she fought a battle on their square against an adventurer who I *hadn't* recruited, and who I don't think was even visible until the battle appeared. When she won, the game declared me a murderer. Aside from the obvious UI bugs, I think you should get a confirmation before an unprovoked attack, since it's pret
I got this too. debug.err memory dump
Ok, that worked. I could also destroy a pioneer to construct the improvement.
First, a better auto-pluralize algorithm for English would add "es" when the word ends with an "s" (but it would still be wrong in this case). I suggest a field in the editor that's populated with the automatic plural of the singular form as I type it, but can be edited by the user if they don't like it. You might also want to hardcode a few commo
A picture is worth a thousand words: A saved game with this guy designed in it is here: http://dl.dropbox.com/u/9192382/Stardock/Ow-my-head.EleSav
I don't think I've got a save that'll do this right now, sorry. I'll let you know if I get one.
[quote who="Frogboy" reply="1" id="2686449"]Were you empire or kingdom?[/quote] Kingdom. I finally got Dropbox set up, so you can check out my save file. For extra fun, in this game one of the Empire sovereigns was spawned *in the water*. Poor guy. http://dl.dropbox.com/u/9192382/Stardock/Unable-To-Harvest-Old-Growth.EleSav
When I mouse over an old growth forest, it tells me that I need to research Harvesting to harvest it. But I have! In fact, I maxed out the entire Civilization research line -- but I still can't build a structure to exploit this resource.
I've noticed that when I have my Sovereign in a city and attack a unit immediately adjacent to the city, she still appears on the map, standing on a city tile (instead of disappearing back "into" the city). Maybe the unit isn't flagged as still being in the city, so it looks undefended to the game engine?