ashampine4

ashampine4

Joined Member # 3747901
18 Posts 11 Replies 276 Reputation

A few suggestions: 1. In the build list, display possible buildings on the left and city stats on the right. When a building is selected, turn city stats red or green (for decreases or increases) and indicate the change (i.e., city stat A was 24, the building will make it 22; display in red 22 (-2) or 24 - 2). 2. Card graphics should be informative. While very pretty, a playing card motif devotes two thirds to three quarters of the card real estate to a

1 Replies 4,609 Views

This is on the newest build. The debugg.err file is linked to in the initial post - I put it up on pastebin. I'll paste it in below as well. DebugMessage: Version 0.24 last updated on: Wed Sep 30 15:24:31 2009 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell *******

2 Replies 1,541 Views

That's a great idea! Historically civilizations tended to develop technologies based on their available resources, and your idea would help capture that. The best horsemen tended to be plains dwellers and the best ship builders were near waterways and bodies of water.

17 Replies 65,972 Views

I like the idea of the first country to reach a new technology gaining some additional benefit from doing so. A general problem with tech trees is that the player wants to gain some advantage through research, but many times the player is able to get so far ahead that the game is decided (the classic tanks vs. mongol cavalry in civilization). How can this be avoided without taking away all of the advantages of research? One way is to give advantages to the first pl

17 Replies 65,972 Views

I am aware that it is a well known bug. However, the posting guidelines you refer to do not address this issue, and other posts indicate that Stardock is interested in the frequency with which issues appear as well as their existence. Stardock's interest in the surveys appears to be largely in order to get a handle on the frequency of certain issues.

5 Replies 25,444 Views

I originally ran the game at full screen resolution - 1920 x 1080. However, Jing did not appear in the foreground and ALT-TABing back and forth causes a variety of bad things to happen (as noted by other posts - map details disappear, lock-ups), so I switched to using a Windowed version at lower resolution.

0 Replies 685 Views

Uninstalling and reinstalling the program made the Save button functional. However, now experiencing problems with corrupted saves when quitting the program and restarting (separate bug post on that, though).

0 Replies 2,640 Views

This bug only appears when I quit the program and then restart. Going to main menu and loading appears to work fine. However, when quitting the program and then restarting and loading, cities and terrain (i.e., ruins, fertile areas, etcetera) disappear.

5 Replies 25,444 Views

Missing tool-tip popups for mini-map. See screen capture.

1 Replies 3,327 Views

DebugMessage: Version 0.22 last updated on: Thu Sep 17 11:59:54 2009 DebugMessage: *********DXDiag info follows.********* System Info Time: 9/18/2009, 09:09:39 DirectX Version: DirectX 10 Machine Name: UBERCOMPUTER Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.lh_sp2rtm.090410-1830) Languages: English (Regional Setting: English) System Manufacturer: OEM System Model: OEM BIOS: Phoenix -

1 Replies 3,223 Views

Currently there does not appear to be an obvious way to tell if a unit is on auto-explore or not. In some games a note will come up that you are turning it off, and in other games it will not.

0 Replies 3,212 Views

1. Items disappear after a battle. 2. No tooltips for mini-map buttons (except for the collapse / expand button) 3. Hitting turn end while in city mode produces a crash. (ERR FILE FOLLOWS) Unable to replicate this crash, however. DebugMessage: Version 0.22 last updated on: Thu Sep 17 11:59:54 2009 DebugMessage: *********DXDiag info follows.********* System Info Time: 9/17/2009, 22:47:26

1 Replies 3,016 Views