[quote]Offensive does not mean just a swear word. This case would be kinda offensive to link a holy (to some) place with an unholy magical faction. Although these audiences are not that much overlapping I doubt that it would be much trouble to take care of that.[/quote]I'm well aware of that. My point is the people who would be offended by this and would actually invest time and energy into making trouble over it would just as easily be offended by the simple fact that this is a fantasy game
Scoutdog
Banned because evrything can be faked.
Although someone, somewhere is going to be offended by every single thing in a game, I think that the channeler being able to procreate is going to gather a LOT more attention than a minor religious "overlap".
Banned for burning ice.
Banned for welocming newcomers into the group. He hasn't even passed the blood-drinking portion of the initiation tyet!
Banned for trying to trick me.
Banned for no face.
[quote]I realize that like none of the content is in yet. But since all we've seen are Giant Spiders, Trolls and Dragons[/quote]Where have you seen a dragon?!?! I've been testing for two days and have yet to run into a dragon!!!!!!!!! While the other stuff is very good, the GC2-based lore is 99% likely not to make it in: while EWOM may be "spiritually" linked to GC, I think we can safely say that aside from some re-used names, noting is going to actually be connected in-game.
While a simple lag on the borders would remove the "mistake" problem, it doesn't do much for freedom of movement and totally closed borders just seem unreaonable.
Useful, but a bit general. Might want to ask people if they've experianced some of the more common bugs like "flooding" after a save/reload, mine misplacement, or useless roads.
Banned for trying to stand up for random people on the internet.
Shouldn't this be just "Firebay"? Starting a new game after one has already been loaded REALLY wierds everything out..... I'm beginning to see a standard pattern where every large square outside of your sight range is replaced by water and all your cities become invisible. The city-build window also got "stuck".
Banned for doing it.
Banned for resting. Banned for banning someone 7 times. Banned for procreating. Banned for demanding a specific motel. Banned for existing. Banned because I said so. Banned for putting all your bans on their own line. Banned because I'm running out of reasons. Banned because I just ran out of reasons. Banned because I lied and I really do have more reasons. Banned because that was my last reason. Banned because this is actually my last reason. Banned beacuse I have a headach
[quote]Great work there Scoutdog, though I think this might be premature.[/quote]Well, better early than late.... all I have to lose is a few gigs of ImageShack server space.....
[quote]"unchangeable" is dangerous. You should never force movement without some sort of alternative. For example, the shortest route out of the territory is 4 turns, so then the player should be able to pick to which location those 4 turns are going to be spent. If it is unchangeable, players are going to become frustrated by it. heck Denryu's already frustrated by it, and it isn't even implemented. Many older games auto-shove units to the nearest border, which I feel is a poor way
Banned for being childish, you poopyhead!!!
Bad idea: having a romantic life. It's way more trouble than it's worth.
Factions don't disappear from diplo screen after killing the soverign. Tried to move a stack onto another guy's land, and now no matter how many times I click yes, the warning window won't go away! (Moving map glitch is in effect, and the window closes when I click no). "Goody Hut" INSIDE of a mountain range. When another faction's city's border expands over your units,
Banned for thinking you can get drunk when you're just a skeleton in black.
[quote]I do not like the idea of if you are kicked out that your units are sent on an unchangeable path out of their territory. I would much prefer that the AI give them X number of turns to get out on their own (but the units are still under full player control) For instance what if you get kicked out in the middle of their territory and you need to get the unit to the far side of their territory? If it is autopath out of the country it is probably going to send it back to your border. Much
Banned for thinking you have authority.
I posted this in the beta thread, and it was immediately buried in bug reports. Rather than futilly bumping for a while then surcumbing to the flood, I'm just going to re-post here. I really do like the tech system here... of course, it might be nice to have a more tree-looking UI where techs are connected to the techs that unlock them, but that's fairly minor on my list of concerns. The locked-down borders are driving me up the WALL
[quote]Many of these have been reported already, but a good compilation none the less.[/quote]I know. But it's faster to just spit them out and not worry about being redundant. I am assuming that you should only be able to build one fallen palace. I built 8, and only stoped because I ran out of room! They do stop becoming available @ upon leaving the build window, though.... After one of my units dies, his "hole" in the FOW remains, even after several turns.<img src="
Faction names do not appear in the "selected opponents" screen. Why is "fallen inn" on the civilization tech progression? It's not actually unlocked.... I've noticed this with a few other buildings as well... Why do spiders have a cost per turn???<img src="http://img197