[quote who="CrusaderScott" reply="22" id="2595046"]How can you guys forget about Alternate Reality ?!? Classic! [/quote] How can you not read the previous posts? ;) I didn't forget about it, I just posted the sequel's version since I like that song better. But always cool to see another fan of the series! :D
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Some intros that do things a bit differently: Alternate Reality Dungeon Intro Watch how everything is timed to the music, and then the twist where everything turns into a sing-along musical is just brilliant (which continues for special establishments and encounters for the rest of the game). Might & Magic V: Darkside of XEEN I
That's a very, very butch face and manly legs... I'm not saying that I want playmate blondes, though, I'm equally hoping that I can create a huge viking woman of formidable girth... :) That model, however, is in a very weird uncanny valley... EDIT: Here we go... <img src="http://cache1.asset-cache.net/xc/200294569-001.jpg?v=1&c=IWSAsset&k=2&d=EDF6F2F4F969CEBDC565D3B9E926128D3A668F50291DD9D655B69895EB6F75A100123AA3B5A18ED0" alt="" width="464" height=
[quote quoting="post"] Greetings! New road system [/quote] Are there discussions on how this might be implemented? I'm curious, because as I mentioned in another post, with the globalization of resources, there seems to be a micromanagement layer removed in the game, which should imply that there already exists trade routes and supply routes that enables these resources to travel across a kingdom (and then again, as I mentioned, romans, french, german
Didn't Stardock have road construction completely up in the air? Global resources seem to remove a layer of complexity from the player, in that there obviously then must be roads with caravans of goods being transported that either A) we don't see and thus we don't need roads in the game or B) we see the roads being built automatically as new transport routes evolves, and we can use them if we so choose. With B follows C that we should somehow be able to influence road buildin
Ok, I know this is not a democracy, but I did a completely unscientific and extremely quick rundown of the suggestions posted so far, with one vote for and one against per user (as applicable): rigma 10 -10 (biggest looser so far) gildar 8 -4 aurum 7 spinto crowns 6 klute gold 15 -2 (winner so far) elinium sovereign 3 skael 4 snausages tater 2 child
NOOOO! Please do not commit the "calling a rabbit a smeerp" violation from the Turkey City Lexicon ! A cheap technique for false exoticism, in which common elements of the real world are re-named for a fantastic milieu without any real alteration in their basic nature or behavior. “Smeerps” are especially
Well, money schmoney when it comes to these things... I like the standard edition's cover art better than the limited ones, so I guess I'm going to have to buy two copies anyway. Also... not that I'm complaining, but how can there be a cloth map of a game with randomized maps?
Borderless? Why on earth would you want a borderless window? You can't move or minimize a borderless window! Windowed mode with window decorations and resizing + minimizing + closing intact, please.
Not everyone has deep enough pockets to buy both, or enough free time (I have so little time these days... sigh). EDIT: Hmm... I was trying to quote Frogboy... why didn't it work?
I love the box, but what about the limited or collector's editions? I hope those aren't abandoned?
Hmm... quote doesn't seem to work for me on the forum right now. Anyway... What I actually meant was graphical buttons to click on with my mouse (or one at least)... like what MoM had... Also, I'm on Apple hardware, so I don't have HOME or END keys.
As shown in the screenshot below, I have experienced several variations of this, with the square being drawn one or several tiles away from the actual unit.
Today, I had my units walking through forests without a problem. However, I've discovered that the hotspot for actually selecting the units is very, very small. I hope that will be improved in the future.
Second crash, again after starting a game, building a city and two soldiers. This time, I had time to move them around a bit, but still crashed after a few turns of selecting them. http://pastebin.com/m68b21903
EDIT: Removed the bug report (why can't I delete posts here?) due me missing a simple thing in the game. Leaving the suggestion intact. Suggestion: It would be cool if all units did line up as circles on the bottom left of the menu bar, and get stacked closer and closer depending on how many you have. Inactive/fortified(?) units could be half sunken down into the menu bar, and the active unit should make more room for itself to be fully displayed. There should then be a button
I started up a game, built my first town, queued up two soldiers and ended a turn leaving the build window open. Then I closed it and tried to find where to click to select or activate my newly built unit. During that time, the game crashed to the desktop. Here is the debug.err from pastebin: http://pastebin.com/m7830d018
I forgot to add: I researched mining, yet the mine does not appear in the building tab, even though my blue border around the city expanded over a mine later on! (For beginners, I do think the mine should appear in the tab regardless, but greyed out and with a popup message explaining why it can't be built if you click it.)
So this might be me being stupid, but Donald Norman tells me that there is no such thing, only stupid interfaces, so here goes: I do not understand how to build a farm (or a mine) once researched... 1) I have three buildings in the build queue 2) I press the construction mode that's conveniently located in the queue 3) I press farm... And here's where the interactivity fails: *) Once I press the farm,
After just a few rounds, I tried to produce a bunch of units to protect my first town, however, I got this message and I don't know why:
I should add that there should really be a button to cycle though all active units. I have not found one so far (perhaps it is a keyboard only command, though).
I who do not have a numpad at all was really miffed that I can't seem to navigate anything by the arrow keys. I hope that is a bug.
I produced a unit in my first town, and moved it near a forest. Once there, it became impossible to select. My other unit who headed in the other direction did not have this problem.
Minimum video card requirements. Elemental will require a DirectX 9.0c video card. While it currently uses Shader Model 2 only and will probably work on DirectX 9.0 a/b cards, we will not be guaranteeing that it will. Listing of video cards and which versions they support are available for ATI , <a href="http://