While auto-turn may be the preference of some people, I for one would like it to be off by default rather than on. I think this is the case for most games I can think of, and it really irritates me near the beginning of games before I remember to change it.
astrath
Plague of Frogs - a rampaging hoard of Stardock CEOs devastate the land [e digicons]:frogboy:[/e]
This is actually a case of a more major issue - whenever you capture a city, anything currently being built continues to be built. It's fine that if you capture a city you can use the stuff there even if it isn't aligned to you, but if it isn't finished yet it shouldn't continue to be built.
Any attempt to talk to the AI player (Kraxis I think - can't remember) near my Sovereign by right-clicking on the nearby stack results in a CTD. http://pastebin.com/YU2tm3QW http://dl.dropbox.com/u/6617098/FallenEnchantress0_91-2012-04-26T21-03-08-604.zip <a href="http://dl.dropbox.co
Have been having a go at beta 3. The game is definitely improving with every iteration. A few bugs and suggestions I've found or come up with: Performance seems to have dipped a bit since the last beta. This might be my crappy laptop, not sure. Various quest graphics are not appearing on the map. This has increased a lot since the last beta, not sure how that happened The animation for the flame staff (can't rem
Because then its a waste of their time. They would have to spend the week sifting between new bugs and bugs that they'd already fixed. Much better to release a version where they know exactly where it's at.
First of all, I have played for several hours now without a single crash. [e digicons]:thumbsup:[/e] Here's my latest thoughts: As has been mentioned by others, there are some so-called 'strong' or 'deadly' opponents that are nothing of the sort. Ignys being the most obvious example. Crystal and iron are unbalanced. If you go the crystal route with tech then even if you have 3 or more crystal
Noticed something odd in my most recent game. The AI settlement of Queenshand (behind the arc of mountains) has a outpost underneath a settlement. The outpost was built first, then a few turns later a settlement was built on the same tile. The area of influence then decreased (since an outpost has 2 tiles influence and a city only starts with 1). The outpost can still be selected under the city. I stupidly opened the game again so there's no
I think the phrase "do I need a ferrari to get to work" comes to mind... I can run it on full mode on a 4 year old laptop with half those specs.
Banned for lack of coffee
Banned for mentioning youtube when banning for youtube reference.
I think a simple point is who are we to say how other people play the game. Reload, never reload, these are personal preferences. "I think I'm a better player because I never reload". Who are you comparing yourself to? Why? The game isn't about being competitive against other people you will never meet or play against (it's a single player game remember), it's about having fun.
I've found in many of my games (allowing for the currently minimal AI) that with many of the tactical spells, whoever casts first gets a huge advantage. Late game it turns into beat-with-a-bigger-stick, and this is one reason why fodder units are so useless at times (fireball + a few fire shards = armageddon for any army) So here's an idea for a mechanic: When a mage casts a tactical spell on the other army, there is a chance that a mage in
Patience, young padawan!
I would give you karma, but, as is..
[quote who="Jafo" reply="7" id="3074104"] It's only days away..so Giants or Patriots?? Over here I'd say it's gonna be the Aussies....India hasn't got a hope.....they may end up with 11 new call-centre members....[/quote] Definitely Man U. Chelsea haven't got a hope.
I would like to see: Garrisons (you can put units in as garrisons like you can in cities) Defence upgrades (fairly expensive so they are not just automatic, but things like extra guardians and fort-like upgrades would be nice). Its currently really annoying if a minor archer or something sneaks in and takes out a resource outpost that could easily be defended. Make them captureable. Upgrade to city won
Looks like they need to put in a code where a caster doesn't cast if the target is immune.
Banned for engaging in a nasty battle against Max
Not doing well, my second crash in about half an hour. This one seemed to happen on end turn (though I may be hallucinating and could have been mid turn) http://pastebin.com/fVx382qx http://dl.dropbox.com/u/6617098/FallenEnchantress0_76-2012-01-27T21-49-18-70.zip
Banned because my FE beta just crashed.
Had just died (talking of which, not sure it is particularly fair to spawn next to a strong darkling camp with other baddies blocking any escape). Went through the end game screens back to the main menu and it CTDed when I hit new game. http://pastebin.com/uEd5qfr5 http://dl.dropbox.com/u/6617098/FallenEnchan
Sometimes the uninstalled game appears at the bottom of the download list rather than with the other WOM files. Check there.
In other words, stop complaining about something that isn't finished yet. To be honest I wasn't expecting any AI at all for beta 1, they've put in the basic scripts for now. As Brad says, wait until the AI is more complete (ie beta 2) before making aggressive THE AI IS RUBBISH comments.
Clicked end turn and kaboom. I suspect this is probably a known bug (given the number of crash logs over the past week), but I'll post it just in case. http://dl.dropbox.com/u/6617098/FallenEnchantress0_75-2012-01-26T12-17-05-692.zip http://pastebin.com/0wRyBXn5