What we need is a new stat for weapons - armour piercing. Bring on the whole slashing/blunt/piercing debate! Blunt weapons would damage armour (and yes cause armour to disintegrate over time), slashing weapons would do the most damage to unarmoured, piercing would be good for breaking through tough armour. So a spear could have 2 armour piercing. This effectively reduces an opponents armour rating by 2 while you are attacking with a spear. Later on you coul
MattSan
[e digicons]:thumbsup:[/e]
Huzzah! [e digicons]:thumbsup:[/e] Now listed in the known issues of the 1.09o Changelog Good job everyone!
Thanks for the response Kryo. Didn't realise that it wasn't actually list elements. Will look into greasemonkey. Cheers
[quote who="econundrum1" reply="9" id="2830978"] It's not a bug if it works as intended, a bug is when a program does not work as the designer intended. You may not like the way it does it and request it be changed but this is not a bug report. [/quote] I agree. Hence from first post: [quote]Edit: Reclassified as cosmetic since this is not actually a bug per se.[/quote] [e digicons];)[/e]
To Forum Maintainers: Is it possible to remove the double spacing from the forum posts? It really makes reading large posts a pain as they require a lot more scrolling. My prime example is the 1.09o Changelog by Kael. Here we see a large list of changelog items that are all doublespaced. This post is going to be ridiculously long after a few more updates. It also makes the items harder to read.
Upon further thought, the cards for units and buildings etc appear in the bottom right corner. So the above solution would not be viable. So perhaps there should be some prioritising of notifications in the above right, with "Must Do Now" appearing at the bottom of the list with a larger icon to make them more prominent. Make them unable to be right click dismissed like the smaller sized, information only, notifications. ie The user must deal with them first before
That is classic [e digicons]:thumbsup:[/e]
Posted this in the Ideas section: [1.09n][UI] No way to cast strategic spells on party members without removing from party linking here since they are the same problem
I think the solution would be: Arcane Laboratory +1 arcane research -1 gold Arcane Temple +5 base +50% to all Labs arcane research eg I have 10 Arcane Labs and 1 Arcane temple. So I get 10 base (Labs) +5(Temple) +5(Bonus from %) = 20 total If I just have: 1) 10 Labs = 10 research 2) 0 Labs + 1 Temple = 5 research 3) 2 Labs + 1 Temple = 2 + 1 + 5 = 8 Research Gives a nice incentive to get them
Yeah, multiple stacks of multiple troops in one square could be tricky. I think, therefore, that when casting a spell that requires a target you could either 1) Click the little round coin with the unit icon on 2) Click on the square and a selection screen comes up that shows all units in that square which are a valid target for that spell. 3) Click on the little shield icon in front of the unit icons Much like what happens when you click on the l
In my current game, when a new turn occurred I got the following popups: - City 1 has nothing building do you wish to do anything? Click Yes and City 1 screen selected - City 2 has nothing building do you wish to do anything? Haven't finished City 1 yet thanks, Click No - New reseach discovered please select ? Still haven't finished with City 1 yet @#*1? To Remedy: Go see Civ 5 for an excellent method of dealing with this. <
The reason why I brought this up is because I had a WTF moment when training my first unit on 1.09n. Previously, training units lowered population points, and now the number goes up. I agree that some may prefer it this way, but to me, when dealing with UI concerns, anything which generates a WTF moment needs to be either retooled or better explained in game. It is easy to understand what is going on AFTER it is pointed out, but is counter intuitive (to me at least) upon f
The city list screen (Kingdom Report -> City List) is a good start but it needs some extra functionality. Proposal: 1) Clicking on any city should temporarily close the City List, zoom to the city on the map and select the City 2) Clicking on the building queue should temporarily close the City List, zoom to the city and bring up its build list 3) Clicking on the unit queue should temporarily close the City List, zoom to the city and bring up its training wi
Elemental is sorely in need of Civ style hotkeys for the various screens. Proposal: F1 - Hiergamenon F2 - Kingdom Report -> City List Screen F3 - Reseach Technology F4 - Design Units F5 - Study Spells F6 - Foreign Relations F7 - Kingdom Report F8 -Dynasty F9 - Quick Save F10 - (Possible Demographics screen) F11 - (Possible Victory screen) F12 - Quick Load Reasoning: 1) Co
[quote who="Wintersong" reply="3" id="2829468"]Specialists_In_Use/Specialists_In_Total There is no Specialists_Free therefore no bug.[/quote] This then is a cosmetic issue rather than a bug. I changed the title to reflect this.
In order to cast any strategic spell (ie Stoneskin) on a party member, one has to remove the target from the army, cast spell on target, and then reform army. To remedy: 1) There needs to be a way that the little wand icon can simply click on any of the small "unit coins" to apply the spell Reasoning: Obvious flaw in User Interface
On the "Your settlement has grown a level" popup, I cannot tell what that city produces, nor can I tell what I chose to specialize in on the last level up. To Remedy: 1) Allow the user to see what that city currently produces ie 5 Materials per turn, 1.8 Gold per turn etc So that I can determine what exactly I want to specialize this city in 2) Show me what I chose during the previous level ups. So I can tell if I want to further specialize this city into
[quote who="Redwind85" reply="1" id="2829440"]i might be wrong - but the numbers are USED POPULATION / TOTAL POPULATION FOR USE as in you have 20 people in your cities total and you have allocated 11 of them to working/soldiers[/quote] Yes, I see now that mousing over the text states that fact. However, I still call this a bug as it is counter intuitive. It should then be 9/20 POPULATION FREE / TOTAL POPULATION and training a unit
[quote who="Redwind85" reply="1" id="2829429"]i had same problem - turned out my character diddent have anything in inventory and hence the equip button was deactivated - when i bought one item the equipment button worked agasin[/quote] Still a bug as it breaks user expectation. Even with no equipment I should still be taken to the equipment screen. Anything else makes the user think the button is broken.
Training a new unit causes your population to increase To Reproduce: 1) Select Peasant and train 2) Notice that global population has gone up by one ie Started a new game current population 11/20 training a new peasant gives me global population 12/20 ! I thought that training a unit was supposed to subtract from your global population pool not add to it. Edit: Reclassified as cosmetic since this is not actually a bug per se.
The resources at the top of the screen currently show only the amount that the player has available. In order to determine how much increase or decrease per turn, the user needs to mouseover the resource. This is a large waste of time and requires that every turn I mouseover various resources to determine whether any of them have become negative and thus need my attention. ie I am getting -3 gold per turn and thus need to build some gold mines. This can be easily f
On the sovereign equipment screen, long names are truncated with no way of seeing the expanded name. To reproduce: 1) Start up a game using Procipinee 2) Enter equipment screen 3) Highlight skirt 4) Notice that text states "Noble Split Skirt Overskirt (Li..." 5) Notice that mousing over the entry does nothing Thusly, I cannot determine, ever, the full name of this item. To remedy: Provide a simple mouseover for the name t
On the unit portrait there now appears an "Equip" button that is transparent. It has the mouseover text "View Equipment". Clicking on this button does nothing. To get the equipment screen still requires clicking on the portrait and then clicking on "Equip" on the hiergamenon page. Also, Equipment NEEDS a hotkey. Either "E" for equipment or "I" for inventory. Absolutely required functionality for any game that has an inventory system.
When pressing M the spell casting window comes up and pressing ESC dismisses it. Pressing M more than once, however, causes multiple stacked versions of the window which require hitting ESC the same number of times to dismiss. To Reproduce: 1) Hit M to bring up spell window 2) Hit M twice more 3) Press ESC once, notice that spell window is still there 4) Press ESC twice more to dismiss overlapped windows The correct behavi