My one remaining gripe, besides diplomacy which is getting an overhaul here, is the instant city razing. This is really preventing me from enjoying the game because I cannot allow a single city to fall or to make a single mistake or I lose hundreds of turns worth of buildings and upgrades. I hope this will be looked at for this patch. It should take a few turns to destroy the city or maybe only a few buildings can be destroyed per turn and when no buildings remain can a ci
RomanGuy
Ok, so I was not involved in the Fallen Enchantress beta even though I beta tested War of Magic. But that game left a bad taste in my mouth and I felt like I had wasted my time, so I decided to wait to see if Stardock could redeem themselves. Now I have had a chance to play FE since I obtained it for free and I must say that it is what WoM should have been. It is a much more polished game and the mechanics are much smoother to work with, since in
Now, when you say that the enemy empire "disappears" does that mean every city and unit just goes "poof" and is gone for ever? Because that is wrong and unrealistic. The cities and units should become neutral and hostile to everyone. Maybe even add the ability to recruit the defeated faction's units and cities to your faction without conquering them.
Like many simple things, this has been requested often but not added.
[quote who="Heavenfall" reply="1" id="2974937"]Not a bug, this is intended - see the 1.3 changelog.[/quote] Oh, that's what "Pedastrians disabled" means. Why, what were these simple animations causing? My cities look dead now, I want them back!
I noticed the animations for people working in the city and outside resources are not working; there are no people farming, building, or mining. If you want a screenshot just say and I can post it but its a pretty simple bug to understand and fix, if you guys even read these anymore.
[quote who="Azzazell" reply="21" id="2974364"]Hm When I watching closely my cities, I don`t see any people worked (animations). Why? [/quote] I noticed this too. I have tried to be patient with Stardock since this game came out, but I am starting to get pissed off. This game is still full of bugs and half-finished features and I'm tired of waiting, get it together Stardock!
[quote who="seanw3" reply="23" id="2885241"]Twilight ripped off Buffy and called it new. It is poorly written, but with the average intellect declining so rapidly it seems to fit the generation it was written for. I would guess the next popular book series will be a space western. [/quote] New movie coming out soon, Cowboys & Aliens starring Harrison Ford and Daniel Craig! No joke, hopefully it is good but I also hope it doesn't start a book trend as you said.</p
Definitely like filter 3, filter 2 gives me a headache. I also didn't know about the shift and mouse wheel changing building facing. How does one figure this stuff out? Is there a list of hot-keys and controls somewhere?
Actually, as Gene1966 said, I have long thought that resources should be on terrain that makes sense for that resource. It is stupid to find an old growth forest in the desert. Mountains and hills should have common iron, marble, or clay resources, food should be in plains, forests in forests (duh), and oases in deserts. The research resources could be anywhere, though I would like some sort of "ruined city" terrain. Also, artic terrain shouldn'
I noticed a few times that whent I marry one of my sov's daughters to a foreign prince she will always die. I don't know if the AI is incomptent at keeping its champs alive or what but as soon as she is dead I get a (-5) relations modifier with the faction and it says that my faction killed their child, even though I am not at war with that faction and have not killed any of their units. I have also noticed large numbers of enemy sov children that are not equipped with armor or
I've had this at seemingly random times too. Really, they seem random. Combat could stop at any time and no further actions can be taken, no attacks, moves, or spells, and the rest of the battle must be auto-resolved.
So the strikes and the regeneration seem to be fixed now, but custom sovereign children still do not become channelers, can anyone confirm this?
Interestingly, I had been manually clicking the end turn button, but just today I decided to try auto-turn. As soon as I turned it on I started to experience random crashes. Before I turned it on I did not experience any crashes since the first beta of 1.09.
Ok, I can confirm that after playing as Relias the first child of the game was a channeler, so there is a problem with custom sovereigns.
I have noticed for the last few beta versions that every attack done by my sovereign's children is a "Daring Strike" and deals double or triple damage even though they have no trait or special ability that allows them to do this. They also have +2 mana and health generation on the tactical map even though they have no traits that offer these either. Also, none of my sovereign's children have ever been a channeler since the first beta 1.09. That is none out of may
I imbue my sov's spouse just after marriage, but I have never had a child or grandchild able to channel, even though many other faction's children do channel. I too am using a custom sov, male, so maybe that has something to do with it.
Cool, I made myself useful.
I killed the bandits with a party of my sov's daugther. sons, and daughter-in-law and brought the egg back to the original quest location, but it won't update. Sarog does not take the egg and she doesn't join my party. Anyone else have this problem?
Actually yes I agree. Reduce the production to 3-6 and keep the bonus. From what I can see from just a few games the material costs of buildings and units do need to be slightly increased.
I built the Great Mill in my recent game and it provides 24 materials! I am not going to need materials for the rest of the game now, so it is a little overpowered. It provides 12 materials plus a 100% bonus, so maybe just get rid of the bonus. 8-12 materials would be good I think, but 24 is way too many for a building that is available so early and only has 2 maintenence.
My point is, if it costs 1 food it should support population. It should either cost gold to maintain without population or food to maintain with population. It's is more for consistency and like I said it is a small comment. I just don't like the idea that food is technically being used by nobody, and yet it is still being used.
One thing that is reletively minor but annoys me is that an outpost costs 1 food and yet does not support any population in the outpost. I thought that these were supposed to help take advantage of resources without building huge cites next to 1 resource. The outpost should either not cost any food to build, maybe a maintenence cost in gold for supporting it, and if it is going to cost food, it should support 25 population. It is stupid to have a building cost food that does
If this is what level 1 settlements are designed for, then they should either not cost food, because they do not have any population, or should have a base of 10 or so population because they cost 1 food.
I am finding that upon loading a savegame that the influence around cities is slightly lower than it should be. This causes some resources to be outside the influence of the city ( which were previously within the influence radius) for a turn until the influence is recalculated and I have lost control of resources this way and have to rebuild to get the resource. The faction power rating also has to have a turn to recalculate upon loading a savegame.