Ah, but it is the point. At least in my games where it happens, on reload the wildlands border is gone and the monsters are free to roam. Did your wildlands still have the border around it?
Publius of NV
I think that's intended.
It's a reported bug that if you have a wildlands quest active, and you save and then reload, the fact that it was an active quest is lost when you reload. Hopefully that will get fixed in time for Beta 3.
I voted for the outlines, but now that I've gone back into the game and switched them off, back on, and off again, I can't say that I care enough to justify my vote. I agree it should be left as an option.
[quote who="Kongdej" reply="18" id="3116946"]I can rotate the camera???[/quote] IIRC, you can hit the number keys 1, 2, 3, and 4 to switch to 4 preset views, or you can hold down the middle mouse button and move your mouse to rotate the view yourself. To make the latter approach usable, though, I think you have to turn off the "Snap back" option in the options menu.
Are you reloading a quick save or an autosave? There are reports that those are bugged in .86, with the symptom you describe. If you manually do a save and then reload, it should work better.
[quote who="Lord Reliant" reply="16" id="3116548"]Yep. I did notice if I changed the default zoom to be closer, or I rotated the camera, that seems to help it. So it may be a pathfinding issue as well as a UI/location/box rendering issue.[/quote] Yes. It's burnt me enough times that now, when I'm anywhere near a mountain, I zoom all the way in and move my army one tile at a time.
[quote who="Kongdej" reply="42" id="3115722"]Is there someway to delete these posts when I stupidly post something I didnt mean to?[/quote] There's an "Edit" button to allow you to edit your own posts. You can't completely delete it, but you could remove all the content. Just hover your cursor over the separator following your post and the edit button should show up.
My current preference is to purchase Stardock games directly from the Stardock online store, and evaluate other games based on prices from Impulse, Origin, or whatever (Steam last).
[quote who="Alstein" reply="6" id="3115134"]Why does it take so long for these features to pass into the public beta, if they're already available for press demos?[/quote] I suspect that it might have something to do with the fact that in a demo Brad has control over what he shows, whether it's been thoroughly tested internally or not. That is, he might be showing features that QA knows will work, but only under controlled conditions, and not ready for beta testers.
In the current beta 0.86, the only way to cure heroes is with a restoration potion that you can get by doing certain quests. There have been a number of suggestions of other ways to repair the damage, including special buildings that will cure heroes, and the option to cure an injury when the hero levels up. Hopefully we'll see what the developers have in mind in the next few betas.
1) The spell of making requires that you start building four special buildings (three towers and a forge). I think it's supposed to require that you complete them, but as of 0.86 I think all you have to do is to start them, and then you can start casting the spell. 2) There's a special wildlands area that's intended for the master quest, but it was unfinished at the time 0.86 was released and so is disabled. There's no way to get through the gate. Thi
[quote who="Natjur" reply="27" id="3114486"]The only problem with campaigns, you only ever do them once, but you play sandbox\multi player mode MANY MANY times. But if campaign mode gave you items to keep (maybe one item per level you play the campaign on) in the other games, you would be more likely to play it a few times.[/quote] Now that is an interesting idea. As far as I know, never before done in a Stardock game. But you're right, it would increase the incentive
Yes, this has been reported before and it's very annoying. If the city has fewer than 9 defenders, you can separate your army and move the units one by one through the city. I'm really hoping it's fixed in the next patch.
Those are very nice. [e digicons]k1[/e] One of the suggestions I've made is to differentiate between the different levels (medium, strong, epic especially) of quest huts. I had suggested that the tooltip do it, do you think that the icon colors could also do it?
Deprived or depraved? I can see how you might want either or both.
[quote who="seanw3" reply="11" id="3113449"]Prediction: The Third Resource is going to be Beer. [/quote] You are, of course, quite right. For this game is about the revival of civilization, and no civilization can rise without solving the problem of polluting its own water supply. The invention of beer, wine, and brewed tea all provided ways to kill bacteria in water, and allowed sizable population centers to grow. All hail beer!
[quote who="mfrast" reply="156" id="3113137"]And how do you get good Karma?[/quote] People give it to you. Hover over the separator between posts and you'll see a thumbs up icon. Click on it to give karma.
[quote who="Tasunke" reply="6" id="3113127"]Text Based adventures[/quote] Space Rangers 2 style? Those were frequently funny [e digicons]:grin:[/e]
[quote who="joasoze" reply="2" id="3113007"]The AI doesnt pick up free stuff[/quote] Frogboy said that's fixed in the next beta drop.
I used to build my own desktops from parts (mostly ordered from NewEgg), but a couple of years ago decided to switch to a laptop and bought an Alienware MX-17. It's a very nice and powerful machine, but not without its problems. There was a problem that I think was with the RAID software that had me replacing drives and swapping the motherboard until finally they shipped me a replacement. The replacement machine needed a replacement memory card, and now sounds like there
[quote who="Lord Xia" reply="17" id="3112503"]Are phone games comparable to console and PC games?[/quote] OMG, I already wear bifocals. Playing FE on a phone screen I'd need quadfocals.
There were cities disappearing in the .77 build (IIRC). Maybe the AIs were casting dispel city?
Or just make naval combat be ship to ship boarding, and play out the battle like a normal tactical battle on a map that looks like ship decks, like King's Bounty did it.
Very nice writeup.