Part of the issue is that save games from previous versions are not compatible with newer versions. Try running a new game as a test to see if that is indeed the issue at hand. I've encountered this slowness on other previous builds, but when using a new game on the new version it didn't suffer from such slowness.
parrottmath
If you click on the Air Altar the city it attached to is Ithuane. The outpost determines which cities control the resource. I don't mind this bug / feature, but it is something that isn't right with the game mechanics. Don't take this post as a complaint, but more as something that needs to be told to new players. Think of it as a nuance about the game. The only way to fix this minor bug would be to add a new feature for outposts. What really should have happened i
So I built an outpost and qued to build a air altar. Then I built a city closer to the outpost and so the control changed, but the air altar stayed in the other cities que. This technically shouldn't happen as the air altar should be built in the other city now. Screenshots as well as save here for you to see. The outpost connected to Ithuane... <
Note you just need to run admin once for it to record the change.
You have to probably run it as admin mode. edit: we are only seeing local data now so no need for the shortcut.
Given the current scores... I feel it is 90. And the retail price is.... 1 dollar
I do not have trouble using the books after you pick them up. You cannot use them in the trade menu though, but you can in your equipment menu of the character. As well as the quick bar of the character currently holding it.
[quote who="seanw3" reply="10" id="3253545"]Maybe Pariden should get -1Hp per level, but +2Hp per earthshard? That could be a nice balance. It pushes them to really go after shards.[/quote] Why not life shard? For balance I think +1 per life shard would be sufficient.
Hehe... I see that they are using the exact same tool-tip for both of the screens. Now, I get it... I should read it more closely, and will concede that you are correct and my original assessment of the matter should be fixed by saying Monsters instead of AI for the first tool-tip. I still think a FAQ should be created :)
At least you didn't do a comic book version of the manual... Tatical battles go like this... biff... bap... zap... ping.... clink... shrink...shrunk... bap... poof... boom...bamf...
I think the UI is perfectly fine the way it is. I do not know what all this complaint about the UI. I've been playing games for years and still have plenty of information from the UI and control as such. If I were rating it on metacritic I wouldn't complain about the UI from fallen enchantress. That said it is about the reviewers on metacritic that decides what it is about. Let us stay focused on what critics do... I know historically some critics miss the ball on what i
It is all guess work at this point. I think you are the only one to play with this at present.
I was just parroting the style to which the glowing_ember did use. I should have followed the correct form... but it was my impulse as a parrot to not follow the form started.
[quote]nuff' said.[/quote] Not quite nuff' said... where is it... now [quote]nuff' said.[/quote]
[quote who="Tuidjy" reply="6" id="3253319"]This game has a huge problem updating state, and I'm very impressed how good Stardock has gotten at quickly fixing these problems... or at brushing them under the carpet, as it may be.[/quote] I completely agree that there is a huge problem in the updating state. I'm not sure if it is a multi-threading problem or another deeper problem. I just don't think that the multi-threading is the complete culprit to the problem. It may
You do realize that the actual gameplay is not multi-threaded. This was mentioned by frogboy himself. The multi-threading is used in the AI decision making process, the gameplay itself is not multi-threaded.
I can confirm that this is there at the bottom. The other things that dim the screen does not appear to have this problem.
This has come full circle now...
efficient would be a better trait functionality. It would cause a real tatical question of to leave the sovereign in city or adventure, Inefficient I thought applied always...Who keeps their sovereign in town for long periods of time? I think this is kind of bugged because it turns out not to be a real weakness at all. I would suggest implementing it always, and have the penalty turned lower to 25%.
I think that their should be an option to upgrade the armor for the militia by a strict cost that we do for other troops. We want upgraded armor we pay the gildar for those units to have them like any other troop that we have out in the field before armor and we want to upgrade that armor. If the unit dies a new unit replaces that unit and we have to pay again. Although, I think this is a feature request but it fits with the current gameplay model. It's not automatic an
I thought that this was established by having two sets of difficulties on the two different screens. I agree that it may lead to some confusion of why their are two different levels of difficulties, but I believe that this will raise enough questions for the players to realize that their are two separate difficulty settings and probably lead to a lot of forum questions. I believe this should at least be in the FAQ on the forum for new gamers. In fact, maybe us vets should make a
I disagree about insane not being impossible... it should be improbably and virtually impossible in some sense. I look at that setting as hey look this is how long I survived gameplay. Also, it doesn't make sense that the allies not to join in a war. I do understand your point, but as Tuidjy pointed out that ridiculous is fine the way it is. I think it's impossible, but that is just my play style and I only use the standard sovereigns. As I understand it, Tuidjy prefers playing ridicu
I look forward to more results this way. Of course AI vs. AI I would like to know the AI personality in the process. You know isolationist, expansionist... these things should be put in these results (unless they are all the same personality, which should also be mentioned). This could play a role in the winners, for example are all these winners expansionist personalities. I think this would play a determining factor in these contests. Also, are these wins by conquest or is it by other means
If the devs are gonna focus on this thread, then maybe include the tatical abort bug, which causes instability of the game if used. To reproduce: 1. Click on options in tatical mode (the button at the top left). 2. Press 'esc' Your on the main map, you can move things around, but the moment you end the turn you can't do anything except exit or save.
You found it... I've been looking for these things :)