I agreed that this is needed. However, did you know that when disabling auto-turn you can press ENTER on your keyboard rather than having to click using your mouse. Much faster using ENTER
Ihfacny
I play Tiny or Small near exclusively. I want a fast game. Obviously you shouldn't optimise AI for just that though.
" Also, as I think I've mentioned, I never gotten deep enough into the game to ever cast an enchantment on a city..." Just a thought - you should be able to do that on turn 1, if you settle on a site with essence. Prioritise settling a spot with high materials if you can - and depending on your magic type cast: (in order of priority) enchanted hammers, inspiration or mediation or propaganda</s
I suggest: a.1) remove the summoning restriction, but a.2) make total upkeep be "number_of_same_summon ^ 2" That would make total upkeep cost of your say earth elementals grow as follows: n^2 = 1, 4, 9, 16, 25, 36, 49 Alternatively: b.1) remove the summoning restriction, but b.2) adjust the base upkeep cost to be relative to the strength of the summon. I.e. Ice Elemental might be "1/turn", a Death Demon might be
Good pick. Hope they fix this in 1.01
------Quote------------- The "Improvement Destroyed" message now includes a button to go to the site of the former improvement ------------------- Can't you just eliminate the pop-up altogether? Pop-ups are: 1. annoying, 2. don't mesh well with the rest of the interface, 3. don't work well if there are more than on
For the record - this is not a problem for me. Hope it gets fixed for those that are affected by this though
Had a long day at work but to quickly answer a few of your questions: Choices do matter - and there are quite a few along the way. At the city/civilisation/army level, at the RPG-level and in tactical battles. Importantly, the different factions require different playstyles to use optimally. I think there is quite a bit of replayability in that - as it requires different strategies for you to win. The level of customisation available also adds rep
[quote who="Frogboy" reply="19" id="3247769"]If it's normal or below I stop the monsters from doing very much. If it's above that, the dice start to roll and the monsters start to get less aggressive towards AI players -- that's a recent change. [/quote] I understand less aggressiveness might be needed, but it doesn't feel fair. You need to make sure there isn't any of the Storm Dragon sleeping peacefully right next to AI-players' cities situa
Rather than the "go there" button on the pop-up for destroyed resource improvements - why not have them show up as a notification on the right side of the screen and eliminate the pop-up altogether? Left click should move to the location just as for the "monsters in your territory" notification. I think that is a more elegant solution. On a similar note, the "found item" pop-up ought to be eliminated as well. I suggest that in stead, you display the stats of the
Agreed. I'd like to see it nerfed too. Especially giving it a cast time of 1. In general, I think many of the really powerful spells should have a cast time so that it would be possible to attempt to counter them
Had this error multiple times before as well - and have submitted a bug report on it. I really hate that bug, because it essentially it makes the game unplayable for me. It is really frustrating not knowing when the game will suddenly refuse to let you progress. I think the only solution is to disable autosave and hope to complete the game really quickly after that (before hitting another bug). As that is not an acceptable solution to me, I have stopped playing altogether and hope it
Thanks for asking, but no, not in this particular game. It seems to happen in the majority of longer games that I play unfortunately. I did conquer two enemy cities though - and razed one of them.
I noticed in my last game that if I cast pillar of flame on a group of enemy units and severely damage it - then the AI is quite happy to throw itself at my heavily fortified city and die in a complete walkover. It seems as if the computer does not reevaluate the decision to attack the city although it has now become a clear suicide mission. Also I noticed that after a pillar of flame some units stay alive for (at least) one turn. If the computer attacks immediately, the affected unit
StevenAus; I take it you mean that it could a strategy of forcing/hording monsters towards enemy cities by blocking all other paths with monoliths. Fun perhaps. Agree it would be OP though.
Just a quick note to say I have had this happen to me as well.
(edits to add link to the .zip file in addition to the save file link already in the post) When loading a game from this save (see link) I can play just fine, but the game will crash to desktop at first manual save or first time the computer autosaves. I have had this problem in earlier versions as well. I think it something that only happens once the game data has become sufficiently complex. Looking at the bottom of the log, it appears the crash happens when attempting to sa
Seems you forgot the arrow pointing at the bear cub saying: "Cute animal; universally feared among starting sovereigns since the early beta releases" :)
I would currently give the game somewhere around 6.0- 6.5 based on the latest beta, but it is clearly on the right track. I think some of the comments above are too generous regarding the current state of the beta, as for me, I have put the beta on the shelf for now. There is clearly some content missing including: Faction differentiation, diplomacy, proper hero paths, fixing the tactical battle wierdness (no distance penalty for ranged attacks, ai wierdness esp re spell casting, the
Thanks. That was probably this bug then.
My hero Ifgewe gets killed by "walkover" if I autoresolve the battle against the 3 mites directly above him in this save. Note that Ifgewe has the lightning bow and can easily kill them without taking any damage if I play the battle manually.
[quote who="Frogboy" reply="45" id="3085209"] Quoting RogueCaptain, reply 35If magic is channeled from sovereign to champions then shouldn't the flow stop when the sovereign is in the death penalty box? Only comment since the beta started. Just sayin That is a very interesting idea.[/quote] While I think that it may fit thematically with the Elemental Universe, from a gameplay perspective I am not a fan of the idea.
Gandhialf, you might be right, but the second bandit was still out of range after the archer moved back one square. I suggest the archer should either move further away - or if the Archer can't get fully out of range anyway "retreat" around and forward to get still get some (1?) space to the champion and lure the Champion within range of the bandit.
Looking better already... A few comments though: For the first battle, shouldn't wolves stopping next to your front champion try to land a hit on him so as to not waste an attack? (obviously this doesn't hold true if he has a counter attack ability). For the second battle, shouldn't the archer try to get further away (unless it only has two moves)?
Have had a city disappearing on me 3 times over the last game I played - so I don't think it is related to that specific quest. However, it could be related to fighting butchermen (or not) - I didn't really notice. Note the behaviour I saw was that a stationed unit would be left behind after the city.