Keep Impulse running, and the tray app will tell you when an update goes up. Or you can just check it periodically, it will refresh itself periodically and show you that an update is available.
Annatar11
I like this change. Let's hope the re-balanced improvements encourage the upgrading of an existing city instead of building a new one!
You will also be able to protect said cities against those spells :P As is the case with many things of this nature, incentives should be combined with limitations. For example, as mentioned above, you shouldn't really have to make a city just because you need to build mills for tools. The ability to substantially boost a given city's production of a resource is a huge incentive not to make extra cities for the sole purpose of harvesting that resource. I'm really looking forwa
MMOs can be a dime a dozen, and most are underdeveloped. I don't trust any studio that's not well-respected to do a good MMO, and even some that are fail. I currently have no hopes for Fallout Online being any good - it would take a very well known studio to pull it off right.
There used to be a screen popup every turn in Beta 1 that listed everything that was built, but I guess people found it pretty annoying - and I know Stardock is trying to get away from doing popups for everything. I definitely would not mind some audio reminders, though. The basic "Building finished!" will remind you to check your event log to see what finished where. Or perhaps a subtle visual, like slight flashing of the events to catch your eye. Would be nice to be able to customiz
People are still excited about OnLive? :P Well, given that I don't think Stardock would have to do anything special in terms of development to make the game OnLive compatible, they'd have to wait and see if the service bombs or not first before deciding.
[quote who="Frogboy" reply="8" id="2655482"]Each city costs more to found than the last in terms of gold already. [/quote] Gold is not a good measure of balancing city spam because it is an infinite resource. No matter how much a city costs, you can always hit the turn button enough times to get it. Gold may be more of a factor in those short tiny map games, but in the epic large games it's basically a non-factor. Food, essence, and to a lesser degree the amount of
[quote]Tell ya what, if you have Sins installed right now. Create a custom game. Make the Biggest Map you Possibly can and fill it with As Many AI Empires as you possibly can (even if you have to repeat a few) and play the game. Give it a good 3 hour or 4 hour go. Make trade pacts and share map information with as many races as you can, then get alliances so you see their ships in your empire tree as well. When you've got 500 things up there, and only 200 things up there when it's minimized t
[quote]That I can agree with, But, WHY does it have to be a line down the left side of the screen? It could just as easily be a "slightly hidden" button that you press and have a small radial menu pop up showing you the info you need. It doesn't need to clutter up half the screen to get the job done. I agree with your premise though.[/quote] I certainly can't object to a quick "hide/unhide" button for the tree. That way you can unhide it when you need it, and hide it when you don't. S
Well, I guess the idea there is a Sovereign who focuses his essence on cities (which does seem pretty trivial right now), will be weaker in direct battle, but one who doesn't will be able to beef himself up. Of course, it doesn't quite work that way currently so we'll have to see. But I would be surprised if all the victory conditions were feasible for all the different playstyles. Then again, it also depends on just what defines "conquest". If it's just ownership of cities, they can
Essence is only a part of it. Land creep (land turning green in your zone of influence) allows you to build cities without using up any essence. That said, they've been looking at ways to minimize city spam, so they're pretty aware of it.
[quote]That could work, but, it's still being Forced into the players face with No Way to get rid of it for those of us who want to maximize our view of the world and all the love put into crafting it. I'd rather go old-school and have a totally separate page or tab or screen to see all that stuff. That's only my personal opinion on the matter. I just might be in the minority on this one...[/quote] This is a bit of an odd statement since having to spend all your time in a separat
Yummy :)
Welcome lady and gentlemen :) Don't be shy to hang out on IRC! Zebrafox pops in here and there! She can attest to it being not *that* bad. *whistles innocently*
The original post isn't quite correct, though almost. The bug is that once a single building is placed on an empty plot and you leave the construction menu, the game counts that plot as "full" and does not allow you to build anything else on it even if there is room. For a quick test, start a game and queue 2 houses, each on a different plot (map grid). When you leave the construction menu it'll only show the demolish option and won't let you place anything else. It do
I like the info cards :D Can't wait for the update. The new city icons look nice too!
Did you end turn so the city you just captured grows in influence? I didn't notice having no sight on captured cities after that.
There are some buildings that take up an entire plot (tile), so that's probably why the mechanics work as they do currently.
Check to make sure the "use pre-release versions" checkmark didn't get reset on the Impulse update.
Yep, loading saves is borked.
I don't have this issue. I also notice that you guys seem to have some generic font, though mine looks like the intended sicne it's fancy and all. And it allows me to actually click the save button.
Yep, loading saves is borked right now.
Don't think that's in currently :)
Every empire other than Altar (the first one) currently loses sight on levelup.
Could you actually build more buildings than are in the screenshot? You're not limited to 2 *buildings* in a new village, you're limited to 2 plots, which is 2 tile squares. You can put 4 houses into a single tile/plot, but the farm takes up the entire plot. So in your screenshot, the number of buildings is normal for a starting town and if you look at the status info to the right of the the center portrait it shows you have 0 plots available to build on, which is correct. Edi