As it stands right now, the quest log accessible in the kingdom report only reports the first dialog/info from a quest. This can be confusing for multi-stage quests where you go to multiple places, particularly if you save a game and come back to it later. So it would be better if it shows *all* of the dialog/prompts involved in a given quest, or at the very least the one you're currently on.
eteq
I came across a dragon statue that leads to one of the parts of the "The Lost Eye" quest - the first part involved finding a camp. At that camp, someone wanted to sell me info on where the eye is for 20 crystal. If I say "I'll come back later if I'm interested" (because I don't have 20 crystal), it says I need to go back to the statue later. If I then go back later and again click the "I'll come back later if I'm interested" option... the qu
I have fairly advanced knowledge of Python, and passing knowledge of Lua. I admit that somewhat informs my vote, but my vote is quite firmly with Python. Three reasons for this: First, Python is as far as I can tell the king of multiparadigm. I have yet to see a programming paradigm that doesn't work at least decently in python (although, admittedly, a jack-of-all trades is often a master of none...), and that is appealing in a binding that will go out to a bunch of people that wi
After upgrading to 1.09p started an empire game just to see how it had changed. There seem to be a number of techs for which either the description does not match the results (e.g. one of the cooperation techs referred to the ability to build a structure that appears to have moved to one of the other trees), or simply doesn't do anything at all anymore (e.g. the ones that refer to "increasing the essence of" something, even the essence is gone with the new mana scheme).
This seems to happen when I open up the Hiergamenon entries for various techs and click on the items the technology allows: When I do so, one of the item entries for that tech (I think always the first one?) disappears. If I do this another two or three times, I get a CTD. If I had to guess, I'd speculate this is an incorrectly incremented/decremented index into a list or something. The debug info is at http://dl.dropbox.com/u/8683962/Elem
While creating a new character for 1.09n, I noticed something odd: The two boots availble for the "Men" race are identical in their stats (+1 movement), but one costs 5 pts and the other 10. Given that these are identical it seems odd that there are two of them, and even more odd that they have different costs...
I was starting I new game on the 1.09n build and noticed that one of the tip screens you see when loading or creating a new game still mentions Essence and its purpose - given that Essence no longer exists, this should probably be removed/replaced with something more relevant.
It appears that the travelling boots item is un-available unless your Sovereign is of the "Men" race. At least, I tried all the kingdom races, and only "men" had the Travelling boots appear as an item store option. Is this intentional?
I've posted this a few betas back, so apologies if It's beating a dead horse, but I'm just hoping to make it clear that this has not been fixed yet (at least for me)... When I start a game, the item shop has an initial set of items for purchase (Salted Pork, Gnarled Club, Travelling Boots, and Staff). These are quite useful for some early NPCs. But as soon as I load a saved game, the items disappear - they are only available until I close the initial game. Anything
See the attached screenshot... the Stone Pit appears as just a blank land tile instead of the pit graphics. As soon as I build a quarry, it appears, though. http://dl.dropbox.com/u/8683962/stonepitblank.png
Rivers that reach a beach should flow into the ocean as deltas (or something similar) instead of circular pools. Can this be implemented?
I tried to create a new map in the map editor that's just been enabled... but I kept getting a blank screen. So I was about to report a bug when I realized it's just that the map was being created with no progress bar or anything - after ~ 20 sec, the map appeared. So it would be nice to get some feedback that the map is being created instead of just a black, frozen screen for those of us who aren't too good in the patience department...
Don't forget about admin costs - at least 1 of your merchants must be fuctioning, because it costs 1 just to maintain the second city. What does the kingdom report say are your expenses/income?
I cast raise land on some patches of water, and got the result you see in the screenshot below - clearly not correct. Presumably if it's cast on water, the now water boundaries should either become cliff or beach, rather than just converting to regular land. Along the same lines, there should be a way to make beaches - either by casting raise land on water bordering other land, or by casting lower land on a cliff, or both. That would provide more interesting opportu
Hmm, how about this simple solution: Add an option to training to have it instead "upgrade" any unit in the city, but have that upgrade consume the old unit, but discount the new unit by the cost (in resources and population) of the old unit. Even simpler would be to make it so that any time you disband a unit in a city, you recoup the resources (perhaps a *fraction* of the resources). This would also be a convinient way to move population between cities if you so desire
When I finish researching spells and nothing is in the queue, there is a "Go to spellbook" button, which is a great idea. Trouble is, it seems to go to the spellbook for *casting* spells, and there's no "Learn" button on that spellbook, so it sort of defeats the point of hitting that button if I want to start learning a new spell...
[quote who="Symondus" reply="3" id="2693215"]Furthermore a way to combine individual soliders to parties (once the tech is available) would be nice.[/quote] +1!
See the screenshot below - I think it only happens if it's a caravan I just built and send it to start a trade route, although I haven't exhaustively tested it. http://dl.dropbox.com/u/8683962/caravantext.png
Oh and +1 for the OPs idea of having text with information about new turns that appears and then fades after a few seconds - I find that a much better way of getting my attention without getting in the way vs the icons on the right side that are so easy to miss/ignore as it is right now.
[quote who="doogles" reply="10" id="2694555"]I think "It's not at all intuitive that you can give items to other units" should be added to the list - I had no idea about this one [/quote] Actually, this was very intuitive to me - dragging to another unit was the first thing I thought of when I first wanted to transfer an item to another unit. But if it's not intuitive to everyone, you're certainly right that more clues need to be given - perhaps also a "move item to unit" button
[quote who="doogles" reply="28" id="2694545"] You could have explained the income situation (I'm personally rather curious), quickly stated that this is by design and won't change, or merely left the post alone. Now I'm wondering if "listening to the community" equates to "listening to people who agree with us and mocking the rest."[/quote] To be fair, the OP began with "This is unplayable. Farewell." That's at about the same level, even though subsequent posts
Right now I find it very difficult to understand at a glance where my money is coming from. The kingdom report breaks income out in terms of *type* of source, but it still means I can't tell exactly which city is making the most of any resource (especially with the influence of caravans, which I don't fully understand anyway) without clicking through all of them and trying to figure out exactly what's going on with that city. So perhaps in the tool-tip that appears when you h
You're right! The same thing seems to be happening for me - I had noticed that my income seemed to fluctuate up and down every turn, but I hadn't figured out that that was the reason. Very odd!
No obvious pattern... none of my gold mines seem to link, although sometimes other factions do. Farms don't seem too, either...
I've noticed something about prestige of cities in a few games now - it seems very unbalanced. If the soverign is royalty (or you higher a royal NPC, I think), prestige is suddenly much greater for your kingdom/empire to the point that you massively out-grow the other factions. And there ends up being basically no check on this, because there are only a few improvements that affect prestige at all (and no resources, now that they were switched to diplomatic capital). So eith