Just a few things I found unintuitive or confusing, and suggestions to improve. 1. Trading items: Move the "trade items" button to the equipment screen. It's more intuitive to go from there than from the unit actions screen. 2. Resource building: If building on resources uses the city's queue, it should be choose-able from the main improvements menu. If it is done parallel to the main city queue, there should be a countdown indicator showing turns left until com
themocaw
[quote]please make a different one for each beta, so i can file a new bug every time... [/quote] Yes. Yes. A THOUSAND TIMES YES! . . . daddy liek. . .
Try this. 1. Train guards in a city. 2. Move your Sovereign into that city. 3. End the turn. 4. Move the Sovereign out of the city by clicking the little "up" arrow on their portrait. 5. Move the Guards out of the city by clicking the little "up" arrow on their portrait. 6. Sometimes the portrait will not disappear and the guard will not appear on the cloth map, then if you click away from the city and back onto it, the portrait will no longer b
Could we have this thread stickied, please? It seems like a really good idea to have a central clearinghouse for all bug reports.
This is actually a tiles vs squares issue. You have to build in 2x2 blocks, not freely.
Double Post. Deleted.
Bug occured again, this time with a twist. What happened: I played a game, died to a giant spider, and started a new skirmish game. This time, the game started my sovereign in the middle of the ocean, and turned him into the spider that killed him. I have to say, I'm really impressed with the fortitude and determination of these guys. Even being eaten by spiders isn't enough to stop them from bringing life back to the dead world: they're gonna do it from inside the belly of a
[quote who="cephalo" reply="3" id="2377250"]These guys read the EULA. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. [/quote] Some day a game designer is going to put the words "User agrees to buy the developer of THE GAME bagels if asked," and the players will go WHAAAA?
Just goes to show you that Stardock really has their finger on the pulse of the video game community.
[quote who="Shirley" reply="14" id="2375837"]I agree. Or at least have the option to throw something like /8bitintro into a shortcut to run using it as the intro instead. [/quote] Please, this, for the love of god and all that is holy. :)
[quote]I actually never liked that. When I load a game I just want to see the map, because I never know what's the first thing I'll want to check - it could be research, it could be finances, could be a particular city, or even nothing at all.[/quote] I didn't mind it, although I usually clicked through after glancing and noting, "okay, so this is what I was working on last time." The idea for a more unobtrusive option might work better: even something as simple as red text that says,
Suggestion: a parameter in options, or in the build screen, that switches between "large icons," "small icons," and "list view."
It might be an issue with random sovereign placement then, not only limited to Lord Shrimpton of Shrimpville. I assumed it was a faction issue because it just felt so amusingly appropriate that the bug came up with the seafaring faction.
Put it this way: if all the rough parts are ironed out, I could see myself playing on only the cloth map and still really enjoying this game (although I wouldn't pay fifty bucks for it, it would make a nice twenty dollar indie game ;) ) Given that was Frogboy's explicit goal, I think the developers are doing okay.
I'd also like to be able to invert the mouse controls for rotating the map along the X and Y axes: since the game is turn based, it's not as big a deal as in shooters, but it would be nice.
Center Mouse button will allow you to rotate the map. I think the while "misclick" thing can be solved pretty easily: make the tip of the quill pen a different color than the rest, or put a little "sparkly" or "shiny" on it. Then the player's eye will be drawn to that part of the cursor and they'll know "Ah, here's the part that does stuff".
I'll try later to replicate it and post the debug.
Second all these suggestions. Also would be nice to have more visual feedback on whether a unit is set to autoexplore or not: highlight the button or something.
The "Tiles" thing refers to 2x2 squares, not individual plots of land.
Personally I think that the buildings shouldn't be limited to 2x2 squares, but if we have to use the 2x2 squares, one idea might be to list it as: "XX Plots unused" (claimed squares where there are no buildings) and "XX Tiles available" (how many more 2x2 Tiles the city can expand out into).
[quote who="Annatar11" reply="1" id="2376781"]There are some buildings that take up an entire plot (tile), so that's probably why the mechanics work as they do currently. [/quote] I think even those would be more intuitive as listed as "4 tiles" instead of "1 square," but that's just me. Possibly, if the whole square vs. tile thing were more explicit when placing your first building, it might not even be an issue.
I think that someone else has also talked about this, but I'd like to start a new thread re: a change to the city building mechanics. One of the things that was very unintuitive for me planning my city was the difference between a tile and a square: a tile, defined as a 1-space building, must be placed in a square formation made up of 2x2 tiles. When I didn't understand this in the beginning, I thought that I could only place two inns when starting a town, which confused me when I cou
It might be under the "manage your city" option which is currently disabled. That's my thought.
Question: would it be a good thing if the game also sent you to the Research screen every time you load or start a game, like in GalCiv2?
This might not be the right thread for it, but since we're talking about scouts and auto-exploring. . . One of the things I noticed is that the auto-explore action gets taken at the beginning of a turn (also that there is no visual cue whether it is on or off). This means that often times I'll set a guy to autoexplore, notice something I want him to take a look at, and then mutter to myself as he has already taken his move that turn. Would be nice if he took auto-explore actions at th