You got me excited there for a second! From what I can tell, that setting does not affect the UI at all. This problem only becomes apparent when you start at 1080p and above. The buttons in the menu are displayed at a fixed resolution regardless of the user's screen size. The higher the resolution gets, the smaller the buttons appear in relation to the rest of the screen. At 2560x1600, I have to put my face right up to the monitor to read the text and fin
epmode
So I guess we're the only ones that are bothered by the small UI? I've been annoyed by this since the Elemental beta (even made a thread about it, if I remember correctly). I figured Stardock would work UI scaling into Fallen Enchantress since higher resolution monitors are becoming more common. Guess not. edit: Unless someone knows of a mod that allows for this?
I suppose it all depends on how crowded a map will get over time. If cities are covering 50% of the map, something is probably wrong. I haven't played very much of Elemental or Fallen Enchantress yet so I'll refrain from posting until I know how it works in practice.
This would be a pretty big change at this point but I think I agree. The whole your-units-move-faster-in-your-cities thing encourages ugly city sprawl.
Start a tutorial, play for a bit, save the game, reload the game - The tutorial restarts itself with the map the way it was at the time of your savegame. Sooo the tutorial is now asking me to build my first city even though it already exists.
[quote who="Vallu751" reply="1" id="3058793"]Option to invert mouse-look horizontal and vertical.[/quote]Co-signed.
I'm having the same issue as the OP. Win 7 64. The instant I move the taskbar to the bottom of the screen, the taskbar disappears and the game corrects itself.
Logically, wouldn't your pool of potential soldiers be doubled?
[quote who="Kira_The_Sinner" reply="84" id="2726669"]I hate digital downloads >. This doesn't make sense. But whatever, Stardock gives you the option of having physical copy of the game mailed along with the digital copy. You have to pay for shipping, obviously. (it doesn't make sense because you need Impulse to even update the game.&n
[quote who="diamondspider" reply="45" id="2726095"]6) This is not a bug, but may as well be: the random numbers in combat are WAY too random. Why bother with having subtle elements like 25% increases in defense on a unit when a unit with a 36 attack can easily get only 5 damage when they are in the open? Even when the enemy has low armor and is of similar level. I don't mind some randomness, but the amount here makes many of the subtle tactic simply not worth worrying about, since luck determ
One thing I've noticed with the current version is that it is a little difficult to get information on a town building via mouseover. Half of the time, mousing over a structure just shows the card for your city, not the structure itself. Click on the structure and the card *might* switch to the structure, might not. I've since found a way to switch back and forth but it's not very intuitive. And I'm still having a little alt-tab trouble even though I'm on an N
I like how you had this all typed out, mouse hovering over the Post Thread button, waiting for the release.
OMG GRATS XD
[quote who="PanicWave" reply="10" id="2708163"]will there have loose solid parts of object so we can change size and rotate to together create a new objects (like playing Lego)? [/quote] Yes, that's how it works.
I was the one complaining about the lack of UI scaling. I didn't mean to make you crazy, Frogboy :( It's just my one big complaint about what's looking to be a great game and I was surprised to finally see someone else mention it. Anyway, I've been in these betas since day one and I've been reading the dev journals ever since. If it means anything, the in-depth look at Elemental's development has pretty much cemented Stardock as one of my favorite developers.&n
You're absolutely right about the UI problems. I'm especially irritated by how unwieldy it is on high-resolution monitors. Everything is shoved wayyyyyyyyy in the corners for me and it's all far too small. I was hoping that the finalized UI would have some kind of built-in scaling where the entire UI scales up as the resolution increases (see: WoW, Starcraft 2) but I guess it's not to be. I've even posted about this before but I don't think anyone responded.
[quote who="Storm" reply="29" id="2691214"] So does this mean that if I buy the box version and patch it regularly, it won't be the same game as the digital download version patched? [/quote] Not at all. Once you patch, you get the latest version, regardless of where it was purchased in the first place.
The UI in general is too small for high resolutions. These buttons in particular are almost microscopic at my screen size.
I'd love to try this build but the game has locked up every time I've tried to play it, usually within the first 15 turns after clicking End Turn or completing a battle. There's no error message and I can only get around it by killing the process. So: No dump file. The funny thing is that I didn't have this issue for any of the previous versions. (I've already posted this in the Beta forum but it doesn't seem to be a common problem at all)
Is your issue similar to https://forums.elementalgame.com/388047 ? I don't get a dump file either.
I've had the same thing happen a few times now, all within the first 10 turns. One time I had a lockup after completing an auto-resolve battle once the summary screen appeared. http://pastebin.ca/1902397
I'm running the game at a resolution of 2560x1600. While this looks pretty awesome, the game's UI doesn't scale itself to match so important information winds up getting buried wayyyyyyy in the corner in text that's far too small. This is a problem for most older games but new stuff tends to get around it by automatically scaling the UI to the same screen ratio, regardless of resolution. That way, we get the really nice high resolution gameplay window but the UI butt
I agree 100% with the OP. I'm running at a high resolution so I might be missing something that's obvious when the UI is bigger but there really needs to be more feedback on turn ending and beginning. As it is, there's barely a sound effect (is there a sound effect?) and the turn meter is tucked alllllllllllll the way in the corner of the screen. I'd also appreciate it if the game would let me see a proposed route for a unit before committing to the move. Preferabl
This may be a stupid question but will this editor support entirely customized models? You know, something that isn't built by piecing together premade blocks (as shown in the OP).
[quote who="Cyrogenic" reply="2" id="2656158"] It happens to me as well. This can be confirmed. In my case, I thought it was caused by multiple monitors. How is your setup? Are they distinct monitors, or is it a continuous desktop?[/quote]I'm only using one monitor (widescreen), running at a very high resolution.