Thanks for the clarification. :-) Consort
Consort
Derek, When you say the problem is fixed, did you mean that the 109n ( b ).109 update has been removed from Impulse? Because it is gone. Was it an update posted in error, or will we be seeing it again? Consort
Derek, do you think that there is a potential for fixing this today? Or should I just give up on attempting downloads through Impulse until later this week? Consort
I have been having the same problem since last Wednesday. I have turned off all of my security software. I have done a fresh load of 1.09n( B ) .108 (which was a difficult undertaking in itself). I have tried the suggested trick of using task manager to shut down Impulse and reopening Impulse to allow the download to continue. I have cleaned my cache and reset the data of impulse. I have tried everything that I can think of over and over again. When I try to upgrade from 109n( B ) .108 to .10
So I made the mistake of creating a Sovereign back in 1.07 that was both Cowardly and Cruel. (I won't do that again!) Well he was a Hoot to play in the early game, so I figured that I had the electorate hoodwinked...and then a strange thing started to happen somewhere between turn 100 & 200. With each passing battle (all of which I won with this stack) the Morale of the stack dropped lower and lower. I was not surprised that the stack started with only 20 morale (but, the
FORGET BALANCE! It's Highly Overated! I said it elsewhere on this board. Why does the game have to be one size fits all? I have played other games that allow the single player to set the playing variables in the starting options...Please let Elemental players do the same. Allow the players to choose the factors they want in their games with pre-game slide bars: Lots of resources or few, cheap mana spells or expensive, lots of minor kingdoms or not, massi
The game does NOT need to be balanced! It simply needs to be FUN for the individual playing it. Make EVERYONE Happy (almost)...Install an options slide bar for single player games! Each player can then choose low/medium/high mana spell cost for the play style that they each like. Why mandate that everyone must eat the same flavored "ice cream". Let the person who paid for the game play it any darn way they like! This should not be an issue to go to war over...
There is a lot of work that needs to be done on the game, so I'll understand if this "want list" is not high priority. That said, here is my wish list: 1. Please return the Sovereign Organized Ability to the way it was before 1.08. 2. Please bring back 5 mana Teleports. They made the game much more enjoyable. 3. Please install a slide/scroll bar on the "empire tree" on the strategic screen. Such a bar exists on the tactical screen, but not the strategic for som
Brad- Thank you for the serious, in-depth perspective on the game and your company. Glad to have you in Michigan! Consort
Understood... When I said that none of my cities could build caravans, I was trying to say that the caravan unit icon is "greyed-out" in all cities...even the ones that never built a caravan before. When I look in the resources required legend at the bottom of the build unit box, a "need trade" indicator is highlighted. This occurs suddenly, even in new cities despite the fact that I had previously been able to build the units. When this problem first appeared I delete
Feedback please? So, I work my way through the research tree and pick up the trade skill early in the game... I go on to build caravans with the skill...everything seems fine, then somewhere between turn 90 and 150 my trade skill just goes away. It still shows up in my completed technology tree, but none of my cities can create caravans anymore (because the game no longer thinks I have the trade skill apparently). The only thing that fixes this is a complete uni