Agree. Only happens the first time during a particular tactical battle for me. I'm guessing it is a animation or sound loading issue.
Ihfacny
Just lending my support to the original poster, except for the thing about adjacency bonus; that would just add more micromanagement forcing me to "Tetris" my cities
On your points 1) Unit stats I disagree or rather only partly agree. I don't really get the benefit of the stats intelligence and spell mastery - 50% spell damage hero perks seem much more effective. Strength, Initiative, Moves, Accuracy and Dodge all make sense. Constitution is boring. 2)Heroes overpowered Having thought about it for a bit, I feel the problem is more that normal units are nerfed too much relative to mons
Btw - a related bug I have seen is that from time to time my cities auto raze themselves
Hear hear! Automate caravans! They are no fun - but a tedious necessity to boost "gold" production
While playing today I kept a log of items that annoyed me during play. Suggestions: 1. I found it hard to identify which units had remaining moves. It would be great if you showed the remaining stack moves in the unit tree - ideally directly, but a tool tip would be better than nothing - or some symbol like the "Zzzz" on idle cities. Was there not a feature in WoM that activated the next unit with available moves left? 2. Please make the active unit blink on the minimap<br /
Ran into a deadlock situation on my first run of the tutorial. When exploring the east I moved to combine my recruited champion with my sovereign. Game stalled with the Windows 7 "wait" cursor right at the point when the animation shows two images of the champion (alongside the sovereign) and is about to fade the center image. The music kept playing. Game did not crash to desktop so no error report was generated for me to submit :/. The error did not occur on my second game that I am
Dear Stardock, Please, see: http://users.tpg.com.au/clynaes/log.zip http://users.tpg.com.au/clynaes/Save3.zip For the log and pre end of turn save game that is guaranteed to produce a crash on my machine. Hope this will help you weed out another bug. Regards,
A simple solution that I would really like to see: a. the tile of your currently selected unit is highlighted (in e.g. pale blue) b. the tile that your pointer is targeting is highlighted (in e.g. white) A confirm move button is a poor UI - imagine one extra click per move - that would add up quickly to a lot of extra clicks