[quote who="Ericridge" reply="3" id="3460559"] Your Settlement have to be right next to forest/river if you wish to build lumbermills and Piers. Unless you get lucky and the city expand into their direction. I can agree that's kinda stupid but oh well that's life. 1/3/0 What You don't have to settle on it if that's your starting tile well then make your first city a town. You will take heavy causalities cuz weak troops but until you get the f
EvilSalmon
1) Racing the computer to build wonders... Ohh wait can't do that... If they take 50 turns to build the treasury vault so be it. Can't race them to the finish line. that'd be too fun for this game 2) Starting a game to find out there is no room to build or expand due to being hemmed in by mountains. 3) Not having a decent start location until you get tired of Pressing CTRL+N and go downstairs to watch TV. After all, your sovereign only
And it's more than infurriating to research a tech to unlock a wonder, have a city with INSANE production and by the time you finish the few turns you needed to build some shit the computer has started the wonder in some pathetic city without any production and your 14 turn build time has LONG passed by about 20 turns and still the computer hasn't built the wonder.... Then I think "Hey I'll just restart this map and rush the tech a little faster and not detour to
Ohh and why the hell can't I build a pier or harbour on the damn ocean?!....
I bought the game when it was the first installment, and have continuously have gone for all the new itterations, Most was for free because I was part of the early disaster that was the first game, and because I got these versions for free I paid for the DLC. After all, it's about time I gave the game a chance and paid for the work being done. I may be pleasantly surprised. So I recently got some of the DLC stuff, started playing a new game, and noticed a few things....<
I've posted my experiences thus far hoping to help the community to improve this potentially great game. I have one idea I wanted to single out of my play-thread. Variable story lines. The basic premise is that these story lines unravel as a player makes domestic choices during random events, and that these choices lead to future options and future events. The story-tree would be hidden from the player and they can only make the decisions based on how t
Playing through the game after taking over a week off to refresh my eyes. One issue I noticed right off the bat is when you collect debris before you start research on your first turn, and if that debris gives you a research boost, you don't get said boost when you select your research. Any boost in research should be held in reserve for when you select a topic. If you are between techs this could also cause an issue of lost tech points.
I like your points. I'm also in agreement that SD will implement many tooltips and icons/features as this Alpha test progresses. I often find myself in games I'm experienced in using the tooltips, as a reminder, a self-congratulatory pat on the back when I improve some aspect and gloat to myself on the improvements I'm witnessing etc.
I'm replying with one more feature I think would be a nice addition to the game. I'm on my 2nd game start, and I can assume that in the full release version the starting resources will be VERY limited, and buying multiple colony ships at the start will not happen. In this case the first colony will be the most important first step one takes into the Galaxy. It would be necessary to pick the best planet for the expense of all those valuable first turns and the co
Another observation that I think would be a useful addition would be to have a range indication of a fleet or ship when you click on it without having to attempt a move to see what your range is. The graphic can be a border with a dotted line of a different colour or faded nature. This can give you a good indication of what your range is when you see an enemy ship etc. The colour coded movement lines for a ship once in motion is a good touch. I like that it shows in green, yellow
So far I really like this game. I just started my first game, and I felt that my opening impressions will be useful. After all the first game can set the mood for new players to a game, and how we are after having played 10 games is a lot different than on day 1. 1) Right away I felt that I should be able to select what tile my Capital and starport are placed on. Nothing is worse than having a cool tile that can specialize in research or manufacturing and having your ca
Ok. So I created a faction, forgot to put in the backstory I had, tried to edit. Couldn't. So I made a new one, forgot to change the icon. Can't Edit, so I had to make another. Finally got everything else right. Problem is... I have 3 factions which have the same fucking name and only slight differences!!!! I delete the faction information from my computer, but Steam synch saves it. I can only get around this by disabling the bloody synch from steam...<br
[quote who="mqpiffle" reply="1" id="3302538"] 2) Able to select enemy units during combat to actually see and read the icons, and information which is present but too small at the bottom of the screen on the mobs icon to read. If you didn't look on the world map you can't currently see it in the battle sequence. Double-click on the unit in question in tactical combat to pull up its unit details. 16) I can't for the life of me figure out how to dis-
[quote who="nDervish" reply="6" id="3302398"] Quoting Borg999, reply 5 Quoting Borg999, reply 2 So you can play a "pure" death magic sovereign. In that case, doesn't every school of magic need a Cloud Walk equivalent, so that you can play a pure Fire/Water/Earth/Life mage? (Or, of course, you can just learn to live without unlimited strategic map teleportation...) Quoting Borg999, reply 5It doesn't really matter. It was just a side thou
This is a long laundry list. I mention these to spurr discussion and improvements to the game. FIRST OFF AND MOST CRITICAL! when you click on a city, have the radius show around the city where you cannot build another city. This way you can intuitively see what land has to be resotred, converted, outposted, cast the spell on etc. To settle another city. I know it's 5 tiles, but I had to look through several websites, and forums to find how many tiles was the minimum
[quote who="Kongdej" reply="3" id="3300996"]I don't need to research any technology to do medium quests, have you tried reinstalling the game? They removed those technologies and restrictions in one of the beta patches, it is no longer necessary Sincerely ~ Kongdej[/quote] I'll try re-installing the game. The old tech tree is gone in the new game, that I see. It just expects me to learn exploration before I can do more quests<
The in-game quests. Ones that you can do at the start of the game are yellow scrolled, and the ones you cannot are locked in red. I've been shooting through the Tech tree, and nothing lets me "Learn Exploration" which is needed to do harder quests. For example: I cannot do Medium diffuculty quests. In the previous version of the game and in War of Magic. I could research the necessary tech in Exploration, but in this g
Ok.. Noob question. I remember when there was the tech tree for "exploration" but now it's not in the game. I have come accross quests that require me to learn exploration... I have looked everywhere to see how I can do this. I see nothing... How do I learn exploration, and PLEASE say it's not a random hero skill I can unlock via leveling up. I have not seen it there either.. Thanks
I have occupy unrest showing up in cities I founded once I capture an enemy city. The unrest in my actual cities ranges from 38% to 64%, and these are the cities I FOUNDED! The Unrest mechanic has to be Broken! I was declared war on, I took over a city then my entire Kingdom production, and research went through the floor...
Fully agree with what you have said. I just wish starting points were on tiles with resources with the food value and material value of the map type, Dense/Temperate as high, Desert/Sparse as low.
I gathered that from playing, the spells. But having them appear automatically seems rather cheap. I liked researching the spells in the previous game. So few are on the magic tree... ohh well I guess it's a lost feature. As for the terrain, I've seen 5/3's and 4/3's in terrain which only has 3-4 valid tiles for settlement, and I've seen a huge spam of 3/3's 3/2's 2/2's next to rivers, grain, bees etc. It just seems highly unlikely that t
And that's why I am posting this here. Kind of pointing out the obvious now aren't you?
That's my point. the explaination is POOR. And when an improvement says +10 for each grain.. Am I to believe I am getting +50 from the one building.. Or +10 when I have a food resource? or just +10 when the resource is actually "grain" and not "bees". This game, like the previous one, so far assumes you are a seasoned Elemental player when you look at the descriptions of resources etc. Also the loot is a tad too random as well when killing monsters. I've received a Titanic Maul
One last thing: Terrain productivity and fertility... It's COMPLETELY RANDOMLY attributed to the land type. There is no graphical way I can see to represent what is fertile 4/5 and what isn't 2/3 or produtivity... a 5/3 plot of land looks completely identicle to a 3/2... Purple starting land... I'm guessing rocky? 5/3. Green lush grass with a bushy beautiful tree on it... 3/2... This has had me confused.. I under stand the land has bee
I still get wargs etc near by. My point is, resources are a purely randomly applied to the map with no rhyme or reason, and when your leader has been wandering, searching, training and looking for the perfect spot to start his first city... kinda makes you think your Sovergein is kind of a loser/dolt.