It's not just you. There have been several reports about this. I had a game bordering both, and just could not tell which border was which nation. Hopefully the devs will notice the reports, and either change one color completely, or just make them more clearly different.
stevelamperti
Also, anyone have any idea when this is due out? I'm waiting to play the scenario cause of the number of bug fixes listed on here, and I am looking forward to playing it, so am hoping to see this soon.
I second, (or third, I guess,) the comments above about the color of Resoln and Pariden. They are way too similar, especially when you are seeing the borders out of context, and/or their domains are close together.
To me, this seems like something that will really confuse new users, and I really think that this could use some developer attention. I'm playing again this morning, and find it confusing myself, even though I know exactly what is happening.
Funny, I have almost exactly the same thing in my game, including the waterfall in the ocean. I was thinking about reporting it, but you beat me to it. The map looks almost exactly the same, including the scraplands. Not sure it that's a coincidence, or not.
Just saved some villigers from wildlings. They were grateful, and were supposed to join me as a new pioneer unit. no such unit appeared. I had room in my army, and actually the little 2 in a circle appeared that I think means that there are two stacks in the same space, but there was no second stack, and no unit of pioneers. Made me sad, as I could have used them, and the fight was rather hard.
This is still the case in .992! It's quite disconcerting, especially, I would think, for a new user.
This one seems to me like a big deal. When you move what's being built in a city from the front of the queue to later in the queue, i.e. you are building for example a well, and you move a pioneer in front of it from the back of the queue, the label that says what the city is building doesn't update until you hit the end turn button. This is not a big deal for those of us who have been testing the game, but I think for a new user it will be very confusing, a
This is a very old bug (WOM) that has been reported numerous times. It must be very hard to fix. Whenever any two or more events happen at 'the same time', the popups seem to show up in what feels to the user to be a random order.
I'm quite enjoying the latest version. It does feel much more challenging, but my current game ended in an interesting way, and while I am not sure exactly what to do about it, it does feel a little bit broken. I was playing along, doing prettly well, only having met one AI opponent. He didn't like me, but we'd done some trading, and nothing had happened yet. I was trying to ignore him, and just work on my empire building. One turn I suddenl
I know there's a workaround, I just thought the devs might want to correct the problem so it doesn't confuse people and cause trouble.
This is just a small bug, but it should be easy to reproduce, and I think, easy to fix, so I thought I'd post it. If you have the city building screen set in the mode where when you click on the build button, it zooms to the city, and shows it from directly above, (I believe that this is an option that you can turn on or off, I have it on.) when you are done building, it's supposed to zoom back to the isomorphic view. If while editing the city, you accidental
Not a game breaker, but When you click on the quest location icon that shows up on the left hand side of the GUI, it moves to the on-map location of that quest. After saving and reloading my game, it seemed to have forgotten the locations of those quests. In the game I have been playing I had about three active quests. It's quite nice to have the game show me where they are. My guess is that some small piece of information is not being written out and read in durin
Looks like that's right. The interface disables the trade and equip button if the target can't equip it, and this button wasn't disabled with the cloaks and bows to henchmen as they were supposed to be able to equip them. So I guess when you gave them bows or cloaks the bug made them disappear. If I just trade items it works fine, even if the henchman can't use it. It was trading and equiping them with a bow or cloak that was the problem.
Yesterday while playing the beta I found an interesting problem. What happened was I tried to give some equipment to a henchman. The equipment disappeared, and was no longer in the inventory of either the henchman, or the giver. My first thought was that there was a problem with giving equipment to a henchman, but after reading the change log, I think that the problem may be with the trade and equip button. My guess is at this point, that if you click trade
It's not about the Giant spider attacking the village, it's about the dark cave mouth in the wilderness that just isn't there when you come back a day later.
I'm playing the new beta, and really enjoying it, but one thing that really doesn't make sense to me, and that I thought from the change log was improved, was finding an interesting quest location, and feeling like it's too tough for me now, but I would like to come back later, is still not possible. I come across a dungeon, or whatever, and feel that it's a little too tough for me at the moment, and click on the 'I'm too busy for this.'
By the way, I disagree with the statement that the older games you mentioned all play faster then FE. I remember in MOM, at least in the early stages, clicking next turn numerous times because early production of improvements and mana was slow while your empire build to the point where you could produce things. I loved MOM, but at least in the early stages, it was not a fast paced game. I also like the current pace of FE, and think the AI should be as challenging as poss
This has already been covered in another thread. It is a result of patching instead of doing a clean install. The App doesn't clean out a folder called (I think) screens? Look for the other thread, and it describes how to fix the problem. (Just find the folder, delete it, and the app recreates it, or reinstall with a full install instead of patching.)
After reading through this thread, I realized what was lacking for me in the current build. (I voted good, not excellent.) What I really find missing is that I was able to leave all of my cities undefended and never needed to build even basic guard troops. I was playing on challenging, and never felt challenged. This is a good sign for me, as it means with a little tweaking of the AI the game, for me, can go from good to excellent.
In contrast to the above poster, when I tried this it worked. Deleting the screens directory before launching the application fixed the crash for me.
my saved game reproduces the problem 100% for me. I'm guessing the problem has something to do with patching. I'll try a full install tonight. It did say .90 on the startup screen.
I got the same crash. Sent my report in to support via email. I also installed via the patch, instead of a new install if that matters.
It's possible that I'm not remembering this correctly, and it was the mages that caused the problem. I was building mages and archers, and may not have noticed if this bug only occurred with the mages. Good news if it's already fixed. I didn't see the report you are mentioning.
More information, although being a software developer myself, I realize that this report is not going to be worth much without a way to reproduce the problem; What happened, I think possibly in each case, is that I left my city with the default militia defense, plus one or so archer, and when I saw the enemy approach, I clicked on the rush button. This left me with the last thing I did on the turn being moving the new troop into the city. Not sure how this translates to th