In Galciv2, right-click on the tech name. You'll get details... provided you updated... might need TOA as well. However, if you don't have a fully-patched TOA.... get it!!! :D :P
Rincewind57
Awesome idea! I tend to be something of a pacifist when it comes to wars so anything that lets me zap 'neutral parties' with epic spells gets my vote! :P. Also sounds a very good feature :-).
Just use drop-box a-la suggestion in the "reporting" thread :)
So, there seem to be a lot of balance issues about whether you start with, say, a Lost Library or an Arcane Temple. I think there should be one-use spells that Also consume a point of essence such as "Locate Lost Library" or "Scry for Gold". If you don't have Gold, Farm and a Lost Library nearby right at the start I think you're severely hampered and these one-use spells would seem to make a big difference. The use of essence could hopefully also stop them being overly abusable. Perhaps even
If bigger houses cost more food they'd be of no extra benefit compared to huts unless they were made notably bigger. With the small amount of food available though I think this would be a bad idea.
How about slums? :)
Agreed, pacing is way off. The number of technologies per tree as well.
Seems nobody can cast spells in tactical battles at present :-(. I've found when loading it helps to leave it at the title screen for 30 secs, click load, select the save, wait thirty seconds, then click to load the game. Seems this helps others as well btw.
I created a game and had one of the opposition Kingdoms destroyed within one turn! I can only assume either a) Monsters raided the city b ) They avoided building a city in turn one only to lose their sovereign.
Same here! :-(
Updating! Now this is what I call a Saturday morning :-). P.S. Better be *reasonably* stably... also.. tactical battles! :D. See y'all later :D
Procipine: "Make me feel like a woman!" Sovereign: Okay-dokey! *hands her a pile of ironing.*
[quote who="Luckmann" reply="27" id="2684599"]Empire/Kingdom creation still locked? [/quote] I believe it has been moved to the modding tools part. So will have to wait till Beta 4 :(
[quote]Five minutes for the countdown of the "within the next hour"...[/quote] Anybody that has done any software development knows that software has a funny effect on space-time. "It is pretty much done... wait, there's a tiny bug. I'll fix it first." Two hours pass. "Actually, it breaks the entire program. Oh dear... I hope this can be fixed." Three hours pass. </
Kill two birds with but one stone. Watch grass grow at a chess match! Or watch chess at a grass-grow match?
[quote who="VR_IronMana" reply="33" id="2683706"] Quoting CommunionAndOracle, reply 30I demand tactical sex sequences. LOL Choose your attack: > Caress -Kiss -Sweet Talk You attempt to caress your lady lovingly. She is receptive, but smells stale ale on you and what might be some cheap bar wench perfume (read: stale ale mixed with dried fruit) Choose
[quote who="GoaGalneGbilski" reply="19" id="2683549"]Americans! Bah! It has been today for 18 hours now. [/quote] Take it easy on the poor Americans. It can't be easy living so many hours into the past. It must take so much effort just to avoid time paradoxes for a start. Then there is the issue that we in civilisation can't give them so much as a hint of our super-technology (from all of 5 hours into the future).
You need to pre-order and you'll get in next time it opens. I'm assuming they're still opening it at times but you may want to check as I can't be sure.
Lol. Now for the big question on everybody's lips. Tentative release time for 3-B? :-) :P
[quote who="MrYuk" reply="47" id="2682019"]So will we be able to deny an enemy a resource in their area of influence by stationing a unit on that tile or do we have to beat the city down enough to remove the influence? I would think that if I can garrison a unit--even in your area--on a resource you shouldn't have access to it. This would add to the ability to siege a town.[/quote] I second this as being an awesome idea! :-) [quote who="timothydelisl
[quote who="AG3" reply="22" id="2682051"]With regards to monsters taking out cities, I just hope it makes sense. By that I mean that the monster attacking should be one capable of actually razing buildings for it to make sense. It looks pretty stupid (and is extremely annoying) if a lone wolf, no matter how hungry and rabid, manages to raze an entire level 5 city. Razing buildings/the city should be limited to human(oid) foes and giant monsters. Huge golems, dragons, you know, big
The city-building sounds Much improved! Now sounds like we have the desired city specialisation/freedom/etc we've been needing to increae the fun so long :-).
Yeah, with SD betas are more like what most people would see solely during an internal testing stage. You can expect a Lot to change by the retail release. If you're expecting the game to reflect the fun of the finished product atm, it won't. The current Beta 3-A doesn't include tactical battles, constantly crashes, the tech trees and magic are being completely redone etc. I find it a fun and exciting beta process but yeah, as above posters mentioned, don't expect a "traditional" beta. <
[quote who="Recnelis2" reply="62" id="2681124"] Quoting Frogboy, reply 5I love modding but I'm not convinced they can move units. We'll see. Essence = mana cap. Nothing more or less. This statement frightens me. As I've said in my previous post https://forums.elementalgame.com/387454 i and several others seem a bit concerned on the state of essence. We don't know what you have working in the background but at its current s