THANK YOU for this thread! Through playing I was getting close to figuring out the food/growth dynamic - now its clear. What about iron? In WOM its pretty cut & dried, in FE not so much. Here's the questions I'd contribute: Which resources are global and which are specific to a given city What is the importance of iron ore? How does it impact gameplay?
toadfly
Last night I noticed the same thing that Svaca33 reported. I captured a city with a brewery but still had it in the build list for the cities I had founded. I didn't try building a second one so I don't know what the behavior would have been had a tried. I have a related game mechanics question - if I get rid of the brewery after I've built a pub in each each of my cities, do I get to keep them or do they go away? In other words, am I required
Not sure what that means but I was seeing it in 1.19i Performance wise the game was running very snappy, nice. Then I crashed to desktop immediately after exiting tactical battle. Debug info here: http://pastebin.com/3ZdLAMH6
I had one as well last night but I had reloaded my game four or five times before it happened. I think I remember reading here that this could be a cause. After restarting there were no oom problems for me.
Just updated. Anything new besides the standard 1. Crash fixes & 2. Memory leak fixes?
Final warning message from debug in title. Cutscene? Behaved like an OOM but I didn't see a popup indicating that was what happened - just the normal Windos crash dialog asking if I want to report the issue. Overall things seem to be running much better. I am seeing some minor graphics glitches though - both the 'randomly reassigned portraits" issue and the 'no symbols on unit experience & grouping buttons" issue. Debug info here: <a href="http
OK well on one hand I feel like an idiot for requesting a feature that's already implemented. On the other hand, its nice to know that the idea was good enough to put into the game.
Two unrelated ideas that on the surface seem pretty simple. I suspect both of these would be more difficult to implement but it can't hurt to put them out. 1. In game setup, create a toggle to disable AI designed troops - they create a bunch of clutter in the Train Units d
Starting with a one of the recent 1.9x updates (c I think, don't remember 100%), everytime the game crashes it causes my system to reboot instead of simply crashing to the desktop like it used to. debug info is here: http://pastebin.com/Bg3frdXb
I don't disagree but I still have trouble when the ZOC between cities hasn't merged. Honestly, I only use caravans as road crews anway - once I have two cities linked I don't bother replacing a caravan if its killed. Having roads between distant cities does seem to help police those areas outside of ZOC so I guess its a bit of a catch 22. Really all I want is to be able to move my force quickly in case I need to send reinforcements between locations. The economic benefit of caravans does
I've thought of this multiple times and always figured it would have come up as many times already. I'll simply add a fervent +1 to this idea.
I have two save games with the same issue - can upload if additional examples will be of help...?
This raises a question that I've been wondering about and thus far have not found an answer in any of the forum posts I've read through... Will there be interim patches/fixes to the current beta before it 'goes gold'?
Agree that these requests can be annoying but it seems that they've become less frequent with the more recent updates. At least it hasn't been every other turn in my current game. The imbalance in value does persists. Something related that I've noticed is that alliance and treaty request seem equally likely to come from the Kingdom or Empire factions. I feel like the Kingdom factions should be more friendly toward and inclined to treat with other Kingdom factions and same-w
Cool ideas. For simplicity, maybe vessels have two movement rates, one 'with the wind' and the other 'against the wind'. Against the wind would be some factor (1/2) of the with the wind movement score. Galley style vessels (e.g. with oars) that would cost more population to build but would negate the 'against the wind' penalty. Yes, PIRATES!. I think it would also be very cool to privateers which would be a ship unit that could be used to chase down enemy m
Loving the game so far. I wish I could call in sick (again) and continue playing. One area* that I feel has lots of unrealized potential is in the Seafaring tech. There's so much coolness that could be added. A few thoughts: *Fisheries / fishing vessels: a new resource for food *Different types of vessels and game mechanics: warships (sea battles), trading... *Sea monsters & summonable aquatic units (bring forth the kraken!)</