For some reason the starting weapons on some champions are not tradeable, just as you can't remove and trade their clothes. I personally hope this is something stardock look into. I wanted to take a cool looking staff off of one of my champions, it was green and called the "queens staff" so naturally I wanted to give it to my factions queen. Sadly the staff didn't show in the menu. As for the clothes we should also be able to remove these. One of my Sov's sons came of age wearing thes
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I think any edits need to be vetted on their side, due to time differences I think they are yet to get out of bed. Once theya rrive at the office hopefully your spell will reappear.
I really like the art style. I can understand why it wouldn't be to all tastes but I am really enjoying it. I think post 1.1 they need to give the quest screen artwork some more love however.
What if the game was filled with more negative map points. Currently we have no negatives to really consider when picking our city locations. If we had things like caves and dark woods that would spawn tough monsters even early in the game. Or perhaps existing terrain like swamps could mean that population doesn't grow as quickly. I am sure people could come up with lots of ideas. The gist is that I would love to have to go through the thought process of weighing up both pros and <span style=
[quote who="Onionfighter" reply="3" id="2842989"]Dual wielding can offer more opportunities for attack and parrying, so I think that improved accuracy, and improved defense (less than a shield) should be the effects. I don't think attack strength or speed should be modified because they don't make any sense.[/quote] I agree with this.
[quote who="Nenjin" reply="18" id="2843015"]If you guys addressed unit card info not being saved when the game is saved in this patch, I'd be mighty happy.[/quote] I second this :) I see from other posts that you guys are looking at releaseing 1.1 in the near future and this really needs to be working.
Yeh I have pointed this out on a number of occasions. I find it to be quite annoying especially when my daughters and sons are born with rubbish looking info cards. I edit them to look like something I would be happy to have representing my sov and then bang they are suddenly back to wearing robes and carrying a stick in their unit cards :(
Changes we make to champion and sov cards arnt saved properly (I know this isn't an option the options menu but I guess it falls under settings not saved)
I know this is due out today but is there any chance for you to look at the following bugs I am still getting in the latest beta. 1) When I edit champion and SOV cards any changes made will get reset after a few turns. (This must be an issue with how the data changes are being read or saved) 2) In the last two releases I have been unable to cast "Natures Bounty" on my starting city using my sov even though I have the mana to cast and maintain it. 3) Small issue where m
Great news about the increased population on buildings. In the long run you guys should look into perhaps having more buildings akin to the archery ranges as this would allow you do use population to make people think carefully about if they want a kick arse army or a uber city. Lets be honest because unit sizes are so small armys arn't going to make a dent in population considerations atm. This thread here has some further thoughts on the matter <a title="link" href="https://forums.e
three bugs I am getting 1) changes I make to hero cards get reset after a few turns. (I have seen others mention this) 2) I can't cast the +1 food spell on first city using my sov for some reason. 3) if I have a daughter born wearing the hooded robe and then I equip her in armor she has no hair... not quite the look I wanted for my daughter
In my current game I have just one level 5 city whose city bonuses are all focused in tech. I don't have one gold mine yet I am not struggleing for gold, don't get me wrong I am not swimming in it but at the same time i have enough to do what I want mostly. If I had focused on city gold bonuses and build other citys with trade route I could see how I could a mass quite a fortune. I would say anyone struggling to get enough gold isn't building enough houseing or focusing their bonuses right.</
[quote who="Tempestwrath" reply="1" id="2840290"]I brought this up in my 1.09q thread earlier today. My suggestion was, if I recall, simply to boost the population cost of buildings to the point it's actually relevant, especially tier 4 and 5 buildings and those that can be built repeatedly (arcane labs, etc). If you slow population growth, if the level demarcations stay the same you'll eventually end up with the exact same problem as there is currently; it'll just become re
I see your point but don't forget that new citys even if you had local population would still benifit from global materials/gold and things like houseing tech. I think they would be alot easier to grow than your first city.... food would still be in my opinion the thing that would really slow down a new cities growth. Personally I am happy the rate citys grow atm based on the citys prestige. One idea could be a high prestige building that could be build in a low level city but has a very very
It could work however to prevent it from being abused when you create the unit it would have to remove both 10 from the population and the population cap . To be honest it seems over complicated, if you are going to make population local you would just have different population for each city and not as a global resource to be used by all citys. Why would you need to transfer population at all?
Sorry for the double post, Really likeing the change list so far, I am very intrigued by "some npc tweaking"
Also I am sure everyone is still having the issue where if you edit a champion or sovs card in game using the edit function, any changes you make will get reset after a few turns (perhaps when it autosaves. This is easy to replicate by just changing a heros card and then skipping a few turns. On a brighter note I have played tonight for nearly 400 turns with no crash, which has brought a huge smile to my face.
[quote who="Werewindlefr" reply="2" id="2839559"] Can we have a fix for the "unit skipping a tile in tactical battles when given the order to attack an enemy 1 or 2 tiles away" bug in this patch, pretty please ?[/quote] You worded that far better than I managed good sir [e digicons]:blush:[/e]
First :) god you guys are actually releaseing patches faster than I can play them atm. Keep up the good work guys. Just for your info theres a bug whereby if you click to attack unit in movement range in tactical combat you unit moves to close and attacks yet it only uses up the one action point (think of it acting like a charge).
I whole heartedly agree with the OP. Granted my personel taste is to build one mega city before I even think about a second. I love the idea that in the long run someone who has expanded will actually reap the rewards from having many cities yet thats fine if they had to think carefully to get to that point and they actually incured a cost and had to maintain a considered balance to do so.
I take green thumb because I like to turtle and create just one uber level five city. After the latest patch which I have yet to play, I calculate I will require 8 villas and +60% in the houseing bonus tech. That means I need 8 food. Hmmm maby I could get away with no green thumb if I enchant the city (would need to take the spell book) +1 build the farm &n
[quote who="cfehunter" reply="11" id="2839489"]I dont think food should be anymore abundant than it already is. Simple fact is that it's the new limiting factor, it has completely replaced essence in that regard which is a real shame.[/quote] I agree with this mostly, however if we had a spell which took alot of mana to maintain that could create resources then it would actually push shards to being at least on equal footing with food sources as a limiting factor. Back in t
very interesting I might try such a build in my game tonight.... I use most of those abilities but the extra mine might be worth missing out on the three spell books I currently take.
Yeh peace are usually how I roll, but I still think the system would work better if the both us and the ai could walk accross each others land and then we had an option to tell an ai if we wanted them out of our borders or else.... The ai do this by letting us walk accross their lands freely except under the following conditions 1) If the players diplomatic level with the ai faction is below neutral they will tell you to get out of their lands. 2) If you send an army of above
[quote who="Mortenart" reply="2" id="2839442"]Yes, the zones of control are way too big, and expand too fast.[/quote] Hmm well they might expand too fast, but the latest patch has reduced the max size of a level 5 city from 18 down to 12 squares which seems pretty reasonable. I personally feel that just steeping into another factions lands should just be a black and white hostile offense. They need abit more subtlety added perhaps based on how that faction percieves you diplomatically