ok, i'll do that next time
Bootss1
No one else seen this?
well besides the map having funky rivers (posted it on other thread). I had a number of small bugs pop up when I was playing. here is the debug.err to the game(also the link) http://pastebin.com/f5c9ff4a5 I saw the following, during the coarse of one game: 1) Unlimited cities (for me, played the diplo-bonus faction) 2) an "invisible" unit <img src="http://i26.photobucket.com/albums/c140/bootss1/Elemental_1253583859.jpg" alt="invis
I was close to fertile land, goodies and rivers were a mess: Map Random Seed: 1253582179
Yeah I had the same problem; If you change your mipmap (in video settings) to 1 it should load properly. But do not ALT tab out, that causes everything to dissappear. not sure why default mipmap won't work though. hope they fix it soon
I had the same thing happen in the last game i played; unfortunatly I do not have screenshots (Jing seems to crash my game if i use it)
I experianced a simmiler problem, when I zoomed out and ended my turn i was breifly able to see all enemies positions
Forums go Boom; Please delete.
No save game, Might have alt tabbed though (remeber it was taking a while to load the map, might have checked my E-mail) my game indefenantly hangs on the loading screen; If i Alt-Tab out then go back in it will instantly load. debug.err of this linked in main post should i relabel the thread?
Using a Laptop stats as follows: OS: Windows Vista Home Premium (64bit) Processor: Intel(R) Core(TM)2 Duo CPU T5750 @ 2.00GHz (2 CPUs), ~2.0GHz Memory: 4094MB RAM Video Card: ATI Mobility Radeon HD 2600 Driver Version: 7.14.0010.0555 (English) <img src="http://i26.photobucket.com/albums/c140/b
[quote who="Scoutdog" reply="20" id="2360359"]Coooooolllos! I don't have the time or energy to do one of my screenie analyses right now, but several things spring immediately to mind: There appear to be ogres wandering around inside the city. What are they, and what are they doing there? Looks like the evil terrein is still more or less the same..... doesn't look so much volcanic now as it just looks dead. [/quote] the ogre is gaurding(?) the
true, but usually that seems to be because they were developing a flashy game instead of making an AI that won't trip over it's own laces
would the cultists develope in specific surroundings? such as a magic/research heavy city would be more likly to create dark/sorcery cults or a military/industrial city could make chaos/nature? or would it be factored in by completly random events? and how would each cult effect a city under attack? because it would not just a passive bonus, something should happen
Very informative interview. I enjoyed reading it. but just out of curiosity; how many horns can we expect to see on the monsters? [e digicons]:grin:[/e]
so is it going to be a D&D(4e) damage system then? and what if the spearmen Vs. Calvery system worked like civ 4 -certian units (or weapons) get bonuses agaist other units
I would rather have a challenging battle AI on a grid system then an incompenent AI on a free map system. grid battle systems can work great too.
I would settle for an auto-resolve for naval combat, a CIV-4 type use of ships would be awsome too, but i would like to see trade by sea and other stratigic uses of the waters. Fully done naval combat does not seem needed right now, i would rather stick to land battles, or ship-boarding situations if the hero units are involved(like Heroes of might and Magic III)
1) Stain Vs. Martians - I was expecting a simple quick stratagy game, but what i got was a bugged out, unbalanced zerg-rush. 2) Spore - The only thing that might make this game better is new adventure pack - but I am hesitent to spend any more money on it 3) Civ 3: Colonization - just like Civ 4 but not fun, I didn't know that was possible
The hero only mode reminds me of D&D, which is really good and would be a very intresting part of the game. That being said I do not think this is a feature the game needs/should(?) ship with, it seems like it would be pretty tricky to implement, but knowing stardock they can always patch it in or even release a content pack. I like the other point you made though - AI preplay, but I think that after you selected a kingdom to play as (such as Sauron year 15), the ga
What about having a channelling time on the spells so that it takes xamount of turns to fully(note fully) cast, so at turn 3 of casting there are some notable effects but not nearly as much as when it's finished.
if they develope this type of system there should be bonuses to environment protection/industry developement it's much harder to move an army through a swamp then if the swamp has been cleared and drained for development
How about it generatater a coat of arms as you play? It starts out as a plain sheild with your civilization color then details are added depending on how you play. If you declare war often it would have sword and other weapons, if you pruduce a lot of resources (stone let's say) there would by symbols specific to a quarry. or just have the coat of arms highlight the strengths of the civilization you choose (12 diffrent coats?)
they would have to be pretty epic battles and is positions that a fight can not be avoided, such as a gate or river tile. If it's implemented i think there should also be a boost for cities (higher moral for defenders or something)
The good thing is that you don't need the cutting edge graphicscard/computer to run games made by SD....
Stratagey games are about being able to adapt to situatitions that you have not forseen to me that is the entire point. I want to be able to pull some crazy stuff of in a scirmish or even rage at being defeated dispite my upper hand. In multiplayer i would like to be able to co-ordinate my attacks effectivly. I also want this to be similer to a fantasy total war. (though i