The stone quarry doesn't generate any resources. When hovering over it, it is blank where it shows the resources produced.
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On turn 5 (before founding a city), I had just discovered my first tech. Clicking on a few of the descriptions of the techs caused a crash to my desktop. Here is the debug.err and memory dump . Rho
[quote who="stevty2889" reply="3" id="2428314"]Confirmed for me too. But yeah, combat is currently almost impossible, and very annoying trying to take out spiders/trolls that keep attacking caravans.[/quote] To attack spiders with Parridan, you can't set waypoints. You need to move up next to a spider, then end your turn, and hope the spider moves to a space within one space of you. Then you can go attack it since you still have a movement point remaining.
I am able to duplicate my sovereign by doing the following: Build a city near (or right next to) a spider web Move your sovereign into the city Build buildings in the city to make the city cover multiple tiles. Wait until a spider moves onto one of the city tiles Select your city, then highlight your sovereign. (Do not have him to exit the city.) Right click on the spider to have the sovereign attack it. Assuming
[quote who="Frogboy" reply="11" id="2417253"]I think I agree with you guys. Resource storing = bad idea. Let me talk to the team.[/quote] After reading red1939's suggestion on how it could work, it really drove home how complex the system would be. Managing that manually seems rather painful. If it will all be automated, then all of the complexity seems a little much. I'm in agreement with the "no resource storing" camp after seeing some more of the detail.
As far as damage types go, I agree that only one physical type is necessary. More than that is just tedious. However, I think that it would be wise to include at least one magical damage type, if not multiple elemental damage types. After all, the game IS called Elemental. To make tactical battles interesting, there has to be a noticeable difference between battle results of a poorly planned and executed battle and a well-executed, sound battle plan. I want to know that if I'm attacki
[quote who="Chadeo" reply="6" id="2400929"]If you have not played the Civ4 mod Fall from Heaven 2 I would highly recommend it. I think it does a great job of showing what can be done when some RPG elements are added into a strategy game. Having a unit that is more powerful than other units, that gains in power during the game, that has skill choices to make as it gains power, and is unique (you can never build a second one if it dies) is all done in FFH. At the same time you still
My vote is for putting a good amount of terrain-specific or faction-specific content into the game (with the added benefit that the art will be better than what most people can make). I really like the games where the factions play significantly differently from each other. Things like Dwarven mines that are unique to the faction are extremely important, I feel. Maybe even scenarios like elves being able to make magical tree houses that get mana bonuses from forests, whereas humans might get
There's been a lot of discussion around topics relating to the sovereign - whether dying should end the game, whether the sovereign should be customizable, and how powerful the sovereign should be, among others. Having a sovereign as a playable unit adds an RPG element to the game, and many of the discussion points on all sides of these discussions seem to be where along the RPG/strategy spectrum the game should be. There are no right or wrong answers to this question, just what the developme
I think a screen with a more accurate description of the economic status would definitely be helpful. I'd also be OK with a partial cost each turn that the structure is being built, but like you said, it might be a little more complicated than necessary. As far as going into the negative, though, I feel like that's dangerous territory. If you have a negative income, which can easily happen if you build too many units early on, then you don't have a good opportunity to correct your fin
I think restricting the location of certain shards to geographical features will overly restrict the game. If the locations are restricted, near any starting position, you will be unlikely to have more than one or two types of crystals, which will severely limit the strategic flexibility you have. If you have no fire crystals, and more importantly, no prospect of getting fire crystals, then you have fewer decisions to make. With fewer meaningful strategic decisions, the game becomes
When placing a building, for example a palace that costs 500 gold, no gold is debited when the building is placed. In fact no gold is debited while it is being built. On the turn it is finished, though, 500 gold is debited from the treasury. This behavior makes it very difficult to estimate your gold reserves, since you can't easily tell how many outstanding debts you have for unfinished buildings. When I don't know how much gold I have, I can't plan how to spend my reserves very well. I'm af
I think that once we have the scenario builder or mod engine available, we'll be able to make just about any test scenario we can think of. Since they're working on this capability, I'd imagine that we should not expect much in the way of cheat codes before then.
I had this same problem after killing a sovereign. The dead sovereign's cities disappeared, but one unit of his that wasn't killable was left on the map just like this. I could move over it, but not attack it.
Everything started and worked just fine. I saved the game after about 50 turns. I played for a few more turns, then went to load from my saved game. The saved game loaded, but extra units appeared on the map. I had one scout, and it gave me a second scout (located at the waypoint of my original scout). When I clicked the End Turn button, the game crashed to the desktop. debug.err contents: DebugMessage: Version 0.22 last updated on: Thu Sep 17 11:59:54 2009 DebugMes