sweatyboatman

sweatyboatman

Joined Member # 2565212
45 Posts 691 Replies 16,368 Reputation

The game screen is inundated with graphical glitches. It's hard to describe except to say that the game seems to be drawing multiple giant triangles or different colors and sizes across the entire map, blotting out anything underneath them. they're all directional, so it's almost like it's drawing the light source, or something. It starts with the game as soon as everything gets drawn, repeatably. There's a moment where I can see my sovereign surrounded by w

1 Replies 1,833 Views

Tried to attack a beasty with just a selection of the group on the current square. Shift-click on each soldier and send them into battle. The result was each soldier attacked individually (so that's what that does). First soldier attacked and died (battle report displayed). Second soldier charged in to attack (certain death)... CTD Debug.err http://dl.dropbox.com/u/6130973/debug.err Memory dump: http://dl.dr

0 Replies 543 Views

I'm having issues with random white stuff overlaying the screen. It doesn't move when I scroll around, it doesn't show when I view the cloth map, but zooming out to the cloth map doesn't get rid of it. When I zoom back in, the overlay is still there. This happens in multiplayer as well as single player. <img src="http://content.screencast.com/users/sweatyboatman/folders/Jing/media/6f28affe-981e-4dd8-a1b0-1c02cf004e43/elementalscreenshot.png" alt="" w

4 Replies 1,303 Views

[quote who="yaromir" reply="104" id="2630234"]WINNER. TAKE. ALL What I always held is that tactical combat should be allowed to span multiple strategic turns. Combat lasts 10 tactical turns and then 'stops' to be resumed on the next strategic turn. Both armies are pinned to the tile during "Strategic Phase".[/quote] this is brilliant! [e digicons]k1[/e] I wonder that no one thought of this before you did. in terms of MP gameplay: as the game

469 Replies 1,483,582 Views

I find the implementation of Essence in the game confusing, so this is an interesting thread. I don't know what Stardock has in mind for essence, but it would seem to me that Sovereigns should build essence for doing sovereign-y things. As in, that's the reason they're reworking the world and raising new civilizations, to build essence to make themselves more powerful. My quick thoughts on the matter... - essence builds each round based on: 1) the popu

42 Replies 26,988 Views

Along with a tutorial and in-game encyclopedia, I think it would bring an added dynamic if NPCs and friendly AIs might comment on your efforts. It would make the world seem more alive and interesting and for new players, the tips would link to the encyclopedia. An NPC walking past your struggling city could say suggest a way it might be improved: Jerk NPC: "Ha! What a dump! This place will never amount to anything without a [ Farm] ."

71 Replies 136,833 Views

when you put your unit in the city, you can select their profile icon and then right-click to move them out of the city where you'd like. Of course, it would be nice if they would pathfind through the city.

6 Replies 1,349 Views

When creating a faction, you can effectively get unlimited faction points. for efficiency, first switch to the weaknesses page and uncheck everything, switch to the Strengths page to store. then switch back to the weaknesses page. 1) check to included all the weaknesses 2) change the race (all the boxes will clear) 3) repeat faction in the screenshot has 102 points! <a href="http://content.screencast.com/users/sweatyboatman/folders/Jing/me

2 Replies 890 Views

[quote who="Sethfc" reply="75" id="2587028"] Solution Combine two in a simple fashion by creating a complex echonomy but making it capable of being automated and delt with easily therefore those that want depth have it and those that want to ignore it can. Same idea with city building gov's can be automated so long as they stay in the city and thusly it can build for its self and manage its self according to a simple diagram you lay out *build defensively build economically et

94 Replies 213,280 Views

Sethfc, I think you're not making a compelling case for how the added complexity improves the game. [quote who="Sethfc" reply="13" id="2585052"] its complex to code yes but its not all that complex for the user so long as it can be set to auto or done manually *setting up special routes etc.* most of this stuff in reality falls right in li

94 Replies 213,280 Views

[quote who="KillzEmAllGod" reply="90" id="2579869"]i think Civ 5 will fail to elemental because elemental is something new in turns of being fantasy and having RPG elements(way better then FFH2), while Civ 5 is based on the older ones like citys being one tile so on.[/quote] given the state of the video game market, there's very little possibility of such a high-profile failure. even if Civ 5 delivers only the gameplay in Civ 4, it'll still sell like hotcakes. the brand is

111 Replies 50,000 Views

Lost_WLd (wrong attribution before) says: Imagine a player just ended their turn and they forgot to queue any construction in a city; too bad. They just lost one turn or more of production. Who knows how long that city is going to sit idle before it's noticed. That problem is legitimate. But the solution of dragging you around t

3 Replies 7,329 Views

[quote who="onomastikon" reply="58" id="2571700"] Quoting Frogboy, reply 40 If for some reason (farming outpost gets conquered or something) and your global food resource goes negative, then your cities start to ration food. A negative production penalty = to the negative food amount is enforced (If Kingdom has a net food deficit of -9 per turn then my kingdom's productivity takes a 9% hit). I like it too. Only thing I would modify would be the way negative food aff

99 Replies 134,222 Views