Issue revolved. Ignore Me.
SirFlak
I did notice this happens occasionally. Usually I'm able to kill it though and it works the second time.
I was playing 1.1 today and thought of a way to cast on specific units without adding new GUI features. Currently if you are casting a buff spell like "mobility" you cast it on a stack and the leader of the stack receives the buff. If I select "cast mobility" a casting wand pointer appears. With the current build I can go to the tree on the left hand side of the screen actually drill down and select a unit. It actually selects the unit on the map.
On a side note make sure your setting the actual AI to "hard" not just the world difficulty. The world difficulty just changes how resources are scattered on the map and the wandering monsters spawns. When your selecting enemy factions on the map each has a difficultly slider. Once you set it up once it remembers the setting next time you play. But yes its the AI is weak still. As far as on Brad's 1.1c build I played 9 enemies each on hard and found the AI making squads and us
[quote who="Firefly2442" reply="17" id="2856783"]There should be some indication that the siege is actually going on, some sort of animation or graphic on the map because it's not enough to just click the siege action. When I tried it, nothing happened so I just assumed it was broken. There was no message or anything so I just thought it hadn't been implemented yet or something.[/quote] If you are in cloth map, there is a guanlet fist graphic over the city. I usually play
They also turn all red during a siege if you have the besieged city selected.
Played a 1.1d game looked good. All that 0 hp stuff is gone. I played normal world, and 10 challenging AIs. Umber got stuck. He built a bit too far away from the farm. His ZOC eventually covered it but he didn't have any materials to build a farm (confirmed by attempting to trade). He had spent his 10 pop on a tech lab and an arcane lab. So he wasn't gaining any materials either. I have him 5 or 6 mats and it unstuck him. ie he built a farm. Then houses, then was able to get rolling a
[quote who="AlLanMandragoran" reply="8" id="2856263"] quoting postHi, I just got the game last night and I'm kind of lost on what to do. Anyone have some good tips for absolute noobs such as myself to get the ball rolling? Also, I started my first game and I got my ass whooped by a pack of 5 spiders. I lasted till turn 25... Very embarrassing and kind of a motivation killer. I didn't even meet any other faction. Was the monsters' strength/numbers normal or was I really unlucky? Note: I d
[quote who="Sythion" reply="13" id="2856130"]But... wouldn't you need an army strong enough to destroy the city in order to siege them? And then, why not just capture the city?[/quote] No. They have bonuses to there stats while in the city. If they sallyied forth from the city and attacked me I would decimate them. 20-30% bonus to HP's and defense is significant in mid/late game. It's probably easier to notice the reverse being true. If an enemy attacks your city you totally c
By order ques, I mean if I click somewhere far away and keep clicking end turn the units will continue to head toward that spot. I did this with my sov's army. I click attack on a city and she stopped adjacent to it with here movement spent. Since she was adjecent I figured, what the hell, I'll seige the city. The city then had the seige icon over it. I clicked end turn. My sov then attacked the city under siege and won. Now
If you have siege tech you just have to be adjacent to a city. Then its in the list of actions. You'll have to hit that little triple arrow button probably to see it. Its right next to guard, skip turn, and whatever. [BUG] Ok so I was playing last night and and told my sovereign to attack the city. She ran up to it but was out of movement points so she stopped right next to it. So since she was standing there anyway I sieged it. I hit next turn and she attacked while it
[quote who="TaskForce58" reply="4" id="2855956"]As far as city placement...avoid building ditrectly adjacent to resources, if your city or buildings touch a resource it will add that resource's build time into your build qeue instead of building the structure independantly. As far as i know it ALSO counts towards your city maximum tile limit if it gets absorbed into the city limits.[/quote] Thought that was changed to not affect tile limit a long time ago. I'm pretty sure it doesn't.<
Saved
[quote who="Frogboy" reply="4" id="2855517"]Sieges cut a city off from the global resource system. Effectively, sieges make cities behave like they do in GalCiv/Civ.[/quote] So... They resources they produce are stockpiled in the city, not distributed to their empire as a whole? If they build anything they must have produced the materials for it locally? OR Is it a one way transaction only? They don't send their resources into t
What exactly does seiging a city do? With Frogboy's AI tweaks I find myself facing armies hiding inside cities that would take a huge force and waves of attacks to take out. While if they were not shut up in their city I'd mop the floor with them. What a perfect time to siege the city. I'll stave them out! Only it doesn't seem to do anything noticeable. A siege should hurt increasingly over time.
Hmm perhaps if the game could collect play statistics. For instance, if every-time I played a game it recorded the turn number I got various techs. Overtime it could weight the techs for the AI based on my game play. On a large scale if we had the option to submit a our game stats after winning a game to stardock you could build a very accurate picture to how the average person plays the game. Also you'd see if certain techs are never used. Then the devs could give thos
I'll add my weirdness observations to the conversation. I believe it is related to the 0 HP bug others are reporting. If I cast call of titans every unit whos ever died is also summoned at 0 hit points. Even if it was no longer visible on the map (ie it may have appeared to be destroyed correctly as it was no longer on the map). These destroyed units are not being cleaned up correctly. They still can be re-summoned after loading up the auto saves. So their data is being saved. These uncleaned
[quote who="AlLanMandragoran" reply="23" id="2854321"] Brad - you may want to consider spelling this out somehow in the docs and game. If Troj and I were both confused about the difference between the world difficulty level and each individual AI, then I guarantee newer players are too. I would recommend that the world difficulty should default to the AI's - I think players are assuming that is so. I think GalCiv2 did that if I remember correctly.[/quote] <p
I was thinking its be kewl if the base unit stats were not 0/0 attack/defense. But something like 10/10 (or something similar). So if a peasants with a +3 attack club would be 13/10. The advantages of having base stats at non zero. Terrain bonuses on the map like hills would have an effect on all units. if your defense is base zero you get no bonus for standing on a +10% defense bonus hill currently. If an unarmored unit had base ten defense he'd have an
[quote who="jecjackal" reply="14" id="2843588"] Quoting Werewindlefr, reply 12Is it me, or is there no way to cancel an alliance, research or trade treaty ? I believe you are correct. As far as i know, there is no way to cancel any sort of relations with the AI. On that note, I would much prefer that alliances, research and trade treaties be indefinite.[/quote] Lol if you want to see something really annoying uncheck the allied victory condit
[quote who="jecjackal" reply="31" id="2843203"]I would really love to have caravan guards. In my last game (1.09t) I lost about a dozen caravans, each causing my econ to tank.[/quote] I was thinking it'd be kewl to design the caravan. Like you can design a unit and put a "pioneer pack" on them, if you could design a unit or squad and put a "merchant/caravan pack" on them. Now when the enemy attacks they aren't a 0/0 unit. They have the weapons and armor you
[quote who="TheProgress" reply="22" id="2843105"]So have you guys abandoned your original concept for making sovereigns complete bad asses? It's fairly sad to feel threatened by a 1 on 1 with a lowly bandit. Brad was originally drawing comparisons to characters such as Sauron for inspiration for sovereigns.[/quote] They're only a threat in the early game. Once you gear them up they are unstoppable. I just walk around with my soveriegn by himself and mop up the entire map wi
Yeah I don't mind flavor text, but I want to know what the darn thing does. It should be like a magic the gathering card or somthing: "flavor flavor flavor" "This is exactly what you get for a benefit."
Does it let you change names of other people's units in multi-player? That'd be annoying.
We're getting there. Technically I played two games on a tiny map with the spiral spokes coming from the center. In 1.09o we seem to start with alot more resources in the vesinity. Also we spawn with a wolf right next to us? I build a city the wolf crushes my soverence and the city. I build it again he kills it again. Grr. WTF? So I started another game. Basically the same thing happen the next game, a creature spawn right next to my sovereign. Th