Can we see our own submission in the 'Spell Submission' list? I did one, but can't see it anyplace - sorry if this is an inane question [e digicons]:D[/e] Nevermind - I was just impatient - there it is.
EvilTwinTepe
I have to say, I've played the game a bunch of times (and am looking forward to future patches to play more), and I never really realized there were no rivers. That said - I'd love to see them implemented, as it would certainly give the world a more... earthly (real world) feel.
My friend (a huge Civ player) noted that he sees the same thing in Civ - the computer is taking its turn, so thus a pause. Assumign this is what is happening (like Kryo said), perhaps, like Civ, you could put up a brief: Taking Turn: for each faction that is part of the pause? That way at least I know something is happening.
SO, now at turn 375 I'm up to almost 10 seconds per turn. I realize there is a lot happening per turn - but 10 seconds of waiting every time I hit 'End Turn' is quite a bit that adds up quickly. At this rate my earlier guess of 30 minutes for 500 turns is more like ~70 minutes or so of doing nothing. http://drop.io/jnj7ypk4971/asset/test-elesav Save file attached.
Good to know I'm not alone. And yes - I get the same pause for goody huts and the like. I'll try another new game, see if I get a difference. Again - 3 seconds or so may not seem like much, but after 500 turns you're looking at ~30 minutes of just waiting for the game to catch up with itself. Also - not sure if this is my perception or not - but turning off sound seems to have helped - from 2.7 seconds or so per turn to closer to 2 per turn. THis also /seems/ to have mad
OK - so - at turn 100 I'm at a 3 second pause each time I press the next turn button. I have done next to no exploring, only one town, and a few monsters about. Maybe it's just me, and 3 seconds isn't a big deal - but in a game of thousands of turns, 3 seconds per turn+ adds up to a lot of wasted seconds. Save game below. http://drop.io/m5ddvgh/asset/test-elesav http://drop
Early game, mid and late game. I'll load up a save tonight (embarassed to ask - but where again?) I'll give that shot Gravedancer - but I mean this is EVERY turn, and the longer the game goes the longer the pauses. I'll try a brand new game tonight to verify I AM in fact seeing it all the time. But even with only 1000 moves in, should I really have to wait 5 seconds between turns? I know 5 seconds sounds like nothing but... Thanks all!
Actually - my apologies - this has nothing to do with the graphics (though I do still experience an FPS drop over cities), but it seems every time I click the End Turn button there a 2-5 second pause - the whole game freezes for that long, the turn 'ends' and things continue as normal. Is this... normal? Am I the only one experiencing the issue?
Firstly - Appreciate all your hard work Stardock! Secondly - this last performance patch doesn't seem to have improved anything performance-wise. I regularly (per turn) have an FPS drop from an average of 57 or so to 23, or lower, worse with cities in view (depending on zoom level). Even with video settings all turned off or to lowest possible, every turn I drop to low FPS (though not as bad as what I usually run on) - Not sure if it is a processor issue or what but I doubt it: <
Flood is a wonderful way to take out enemy Sovereigns as well.
Heh - I thought that if you cast an enchant on a stack it affected the stack - never considered it was just one random shmoe. Lame.
Probably not possible - or maybe it is - but it would be good if Morale was somehow affected by not moving (or moving first). As in if you have no ranged/casters, and you just sit there and watch the enemy army march towards you, your morale drops - but if you're willing to meet tham half way it goes up (or doesn't change, actually) or some such thing. Just a thought. Course - that'd also require morale to be... useful.
OP: You've summed up my thoughts (and more) far better than i could. This game IS fun - but it needs polish. And I agree with others above - the magic systems needs work, and it's been said many many many times.
I think - and I'm going out on a limb here - you're being penalized for that adjacent resource block of squares because it cannot be destroyed by wandering monsters/bandits. Well - they'll have to take your city to do so. Resources that are floating out there all alone have no protection, and a wandering monster can destroy the building on a resource without you being able to do anything about it (unless you have troops there). But if it is part of your city, it is protected by city defenses,
It can even be a 99% chance (though with the Stubborn flaw it drops to 75%?) to succeed, just... something.
I noticed the same, and as much as I hate to say it, the spell effects are rather.... er.... underwhelming to say the least. Fireball looks like it should incinerate half the continent (kkaaaa---nayyy---daaa!) and it does...poo damage. Plus most spells, even though they look different, just do the same damage.
It's incredibly frustrating to have an enemy Sovereign be the last man standing, and be unable to get him below 1 HP. I'm forced to watch him stroll off the battlefield and then escape. I get that he 'escapes' just like I do if I'm not in enemy territory - but would it be possible to at least say 'if he drops to less than X% HP, pop up a window with some "Next time, Gadget!" message, and jut end the battle rather than sit there and nuke him with my most powerful spells while he wanders off?</
agree with the dragon size. I believe the squares are so big to accommodate (eventual) companies of troops as opposed to the single unit that looks utterly alone mid-square - though I could be wrong as I haven't actually built a company yet.
Good point - higher level quests should be proportionately farther away.
Besides the fact that I agree with most everything you've stated - I admit confusion - you can cast spell in tactical battle?? Lucky you, I have yet to be able to :(
Now that you mention it I can't either - aside from a new level screen anyway. That's sort've a key feature - you'd think it'd be easily accessible.
I agree - units need to counter attack. You could say that they counter with only 'half' of their usual power - but then some units (like wolves) get a 'full' counter attack that has max potential for damage.
Agreed on all major points above. [e digicons]k1[/e] The pacing seems way off still. Though it's not just technology or research - I feel like I never, ever, have to leave my area of influence - for anything. 9 out of 10 times I just sort've wandered around my starting around for a few hundred turns, cleaning up freshly appeared goodie huts. Like I said in a different post - quests need to end randomly on maps. If that Estate I need to bring the noble to is in
Agree with OP - while I appreciate every quest location (or notable place) appearing right around my area influence, it makes far more sense for them to appear randomly on the whole map. If they show up in someone else's territory, well, if you want to complete that quest, you have choices - make friendly or declare war.
Agree on all your points, and couldn't have done or said it better myself. [e digicons]k1[/e]