The problem isn't the game. It's that I'm a moron. I installed the update the day it came out, but for some reason it didn't take and I didn't notice. You'd think the little .90 in the bottom right corner would be a give away. Anyway, re-updated and all is well. Sorry for wasting everyone's time.
Kantok
There are few people owning up to excellent votes, so I will. Beta3 is excellent from the perspective that its a beta with ~5 months minimum left to go of development. There was roughly 2 months between the launch of Beta 2 and the launch of Beta 3 and the differences from initial 2 to initial 3 were massive. Now figure we have at least 2 more iterations like that to go through. There is still significant work to be done, sure, and the game needs constant feed
[quote who="Markon" reply="4" id="3136565"]To answer Kantok, when you go to load the game, if you hover over the saved games name it will tell you what version it is. I also had a big with this quest, but it isn't the same, so I'll report it in it's own thread so as to not cause confusion. I did get a screen saying I received heart seeker (but then i ran into my own issue before I ever finished the arena), so I'm not getting the same issue (not saying it isn't
[quote who="DragonRider862" reply="16" id="3136445"]I don't think that increasing the tech requirement on pioneers or outposts is likely to improve anything. Partially because it only delays the problem rather than solving it, partially because you have even fewer useful buildings to compete with them at turn 40 than you do at turn 1, and partially because it would be likely to introduce a balance issue. If there was a tech required for pioneers (or they required a level 2 cit
Derek responded to this in another thread. The benefit is not applied until the following turn.
I'd love to see outposts beefed up and made more expensive. Right now the biggest problem with having such cheap pioneers is that there's no reason not to have a few sitting in reserve to rush out and build outposts as your Sovereign clears. One side of the equation has to get more expensive, either pioneers or outposts, although it's worth pointing out that this doesn't necessarily have to be a gildar maintenance expense. There are plenty of ways to make p
[quote who="mqpiffle" reply="7" id="3136113"]FB also completely dismissed DR's ideas and used his "this isn't the game for you" meme in response to these terribly obvious shortcomings in the current version of the game. Re-made does not equal re-bettered. [/quote] There is a giant difference between "you don't know what you're talking about, everything is fine", which is what dismissed means in this context and "our solution to the problem will be diff
[quote who="Humility" reply="8" id="3135817"]I like most of them but random magic spell, that make mage no fun at all due bad luck of random, while fighter or warrior sovig easy life can choice any weapon.[/quote] I disagree. Quest-sourced spells are awesome, fit with the lore, and as long as none of the core spells are only available from quests, they make quests continually interesting. Especially if there are interesting or unique spells available only from quests.
Like them all. Crack the whip!
It seems to me like "decisions with consequences" are largely a function of balance. Provided the underlying systems are good, imbalance will remove consequences and good balance will reinforce them. Seeing how we're 4 to 6 months minimum from gold and still lacking at least one rumored significant overhaul (city development) as well as 8 of the 10 significant faction differentiation results we should expect things to be wildly unbalanced. Don't get me wrong
Any chance you can tell from the savegame? I'm virtually certain that it was a new game. I'll scrap it and start a new one and watch for the problem again.
Cities are supposedly getting a major revamp in beta 4. I wouldn't worry too much about current city development issues too much until then or at least until we have a better idea what the revamp will contain.
[quote quoting="post"] Looking at the game, it seems that most of my decisions revolve around research, yet because the tree is so narrow, there is no real decisions to be made. Do I go for civics now or should I jump over to magic? And this plays into the city building aspect, once again, cities seem the same from one game to another. So it appears to me, that research is really the focus on how you develop your civilization. So I think if you want a great game, this is
Dear god no. Please, no. If anything they're too easy as is. These are fallen GODS, we're talking about here. They ruled Elemental before the Titans came along. The areas need to be fixed (some are still very buggy). They need to be updated to give long term rewards for holding the areas. When you conquer a wild land, you should need to settle parts of it to get the best benefit out of it. And then you should have to ta
[quote who="Humility" reply="18" id="3135301"] options then it is, I want a choice, not a limited to random that cause no fun to play game. I do not trust random, should I keep restart game every time till I want? Random turn me off. Edit: random don't make game unique, many option gameplay is what make game unique Edit 2: Said is there nation had this rule of random said one nation had navy but they are not allowed to build a army, other nation
Still not getting Heartseeker after the Arena of the Slakhanan quest. Got a bunch of other stuff, including Curgen's Hammer at the end. But no Heartseeker. FYI. I checked immediately after the event and again a few turns later. A few notes: I'm never presented with a standard item window giving me the option to "OK" or "Equip" Heartseeker. It is never even mentioned except on the screen where the Arena guy offers to let me fight his golem
At the start of your next combat check any enemy soldiers that have not yet moved when it is your move. Under their unit card that gives their detailed info, you will not see "Defending" as a status. Check again when they have the shield over their head later in the battle. You WILL see "Defending" as the status. Unless the UI is reporting it wrong or I've run into a weird bug, they don't start the battle defending.
[quote who="Kongdej" reply="1" id="3134681"]One quick thought, have you make a custom faction using the altar race as race? It only puts in one of each sovereign, but if 2 are representing Altar, I guess the situation would occur. Sincerely ~ Kongdej [/quote] Even if I had created a custom faction other than the one I was playing, which I hadn't, wouldn't the second custom faction be using the custom sovereign I'd assigned&
[quote who="Humility" reply="9" id="3134754"]Reason I don't like randomness spell because it's ruined my roleplaying even gameplay where I need some spell help battle but lack of it, my mage do nothing due lack of spell and randomness, he end up fighter or I forced to play fighter because lack of spell of damage. Like my last gameplay, I had no way to ran away from battle because I lack of book of wind in magic tech.[/quote] So if you had no air mages among your her
Not sure if each faction should be able to show up in the world more than once or not, but I have two Altar's in my world. One run by Relias and one run by Procipinee (sp?) calling herself Relias.
I think the auto-defend that units perform instead of other actions has gone a long way towards mitigating first strike advantage. However, my Impulsive high initiative Sovereign on horseback has little problem reaching the opposing enemy before those units even get to auto defend. When placed on a small tactical map he reaches them and gets 2 actions before they get to move. Needless to say his Druss blade + sweep + high level makes short work of opposing groups of
Nice to see bugs fixed so quickly.
I'll be damned if I can figure out how to complete the quest for the Imperium wildland. Either you can't build a city anywhere within it, or I'm missing something. Not sure if there is supposed to be a big boss monster in Imperium, but I've cleared the whole area and nothing but weak trolls, darklings, and a couple of demons.
There is inconsistent use of an army's movement points when attacking on on the strategic map. If I attack a stack and fight the battle (or even go into the tactical battle and auto resolve) I do not use up a movement point for my army on the strategic map. However if I simply auto-resolve from the strategic map, the army loses a point of movement.
When a quest location spawns monsters, it has the potential to throw them in some really awkward locations. See below. Those three spawns cannot be attacked, because they are standing on impassible terrain, where a nearby quest location spawned them. However, they can attack passing units. The Ignis has killed more than one pioneer. There is also one a few squares into the ocean not in the screenshot below. <img src="http://dl.dropbox.com/u/8680349