In my latest game under the new patch my starting area is next to a Curgen's red zone full of marauding Shrills. I put up a few towers with Warden upgrades to create a buffer space, but the Shrills seem to be completely ignoring the Wards. So back to my original question, are Warden upgrades to towers working in the latest patch?
BernieTime
I agree with the OP. It would be nice to more readily see which city is your capital
I still believe there to be a disconnect. If you have essence being produced in a tile, then in theory the surrounding tiles should have access to that essence which would show 9 tiles of essence which obviously isn't the case.
Firstly, I really like the inclusion of Essence into the game. It's done a lot to keep City Enchantment madness under control. However, when a settler builds a new city on a tile w/o essence yet is adjacent to an essence tile it's baffling to me that even though the city you're building upon encompasses an area you KNOW contains essence, you are never able to benefit from it's being under your sphere of influence. Why not build it on the essence til
I don't like the idea of completely Razing cities in a single turn which is really counter-intuitive. The Razing mechanism should drop a city's level by one tier and destroy random improvements. I know this creates potential problems with City incongruity but that's a design issue (aka, not my problem). The Salted Earth problem is also a pain and really problematic when trying to find suitable city sites which is already hard enough.
I've had this problem occur many times, and to the best of my recollection has only been happening with Cloaks. Edit: Not just Cloaks. Bye, Bye Magic Helmet.
Very impressed with Beta 4. I'm still getting a feeling for the new tech trees. Love the in-place upgrades. Shrink is still brutally overpowered and broken. Any unit/creature hit by Shrink has its attack power reduced below zero (the broken part) Edit: The Shrink Spell seems to be working properly, the broken effect comes from <span style="backgrou
I would say the game feels a LOT more polished
Haven't had that problem myself. Will keep an eye out to see if that changes as I go along
Wow, much sooner than expected
I'd be more interested in feedback about terraforming from multi-player games. Playing solo I love it's nod back to Populous (for those old enough to remember how great that game was). The spell point investment to go Terra-crazy is pretty steep, not to mention it's limited nature (area you control & neutral area only) so not sure that it's really OP or anything.
I can understand an issue of moving more troops through a space that can only accommodate a finite number of bodies. This shouldn't be the case for cities though, and is annoying that pathing gets jacked because a city is full of units. On the other hand, I would not be opposed to having cities cost more movement points to move through based on the size of the city. Would also tone down city sprawl on Sovereigns who makes cities into long lines for cheap troop teleport
Microsoft announced that an upgrade to Windows 8 will be made available for $39.99, which includes upgrading from XP. There may be little excuse to remain on XP if cost was a factor in switching to 7.
I really like the direction that [.915] is taking us, but the existing bugs in this version of the game are really critical ones. When coming across a bug in [.915] they render the game unplayable. An example, I defeated Queen Persephone (or whatever her name is) in a battle. Now when I try to buy a horse from the vendor it also rewards me her crown and goes into a replication loop. The purchased Horse cannot be equipped and the game eventually flakes out in short orde
I created a custom faction using the One-Handed Spear option, things were going along well until I loaded my saved game today and see that all my spears are now axes. At one point I used "upgrade" on most of the units which upgraded them to the better spear at the time. Something buggy going on here.
Lots of good stuff there. Does Razing a city still completely wipe it from the map no matter the town's size? For slave traders I would think they would "Pillage" a city, forcing it to drop a complete size and obtaining a portion of the citizens pillaged as slaves. So level 3 would become a level 2 city with no future city growth reward when/if it becomes larger. Random city improvements destroyed. Razing a large city in one turn is a bit hard to swallow. &
As a tech support person I will tell you that there are a LOT of XP users that refuse to move to Windows 7 until their computer absolutely has to be replaced. All 32-bit version installations of XP/Vista/7 I've ever seen usually recognize around 3.2-3.4 GB of RAM (assuming more than 3GB physically installed) which varies based on chipset/BIOS/OS Tweaks between system boards. I have seen older motherboards that are able to show & use all 4GB in 32-bit windows (but rarely).<
I dispute Gilden as being lawful good unless they bribed their way into the corner. Since when have bankers ever been good at anything besides taking your money?
[quote] Maul Attacks The maul attack that allows a unit to attack repeatedly freezes the game during tactical battle. This includes the Cave Bear as well as any Berserker imbued weapon. Workaround: Do not use weapons with the Berserker prefix and auto-resolve battles with cave bears. Alternatively, kill cave bears before they can attack. [/quote] I'm still havi
I think the point of being able to create "magi" units was as a counter to archers if you decided to ignore the Warfare path. Unfortunately there's currently no benefit to focus on a given path so most tech usually level up fairly evenly.
Maul works better now though I probably won't use them until Mid-game, other weapons are just better unless you have high Dex. I'm having bigger issues with game lag/performance from Maul animations. Occasionally crashes the game.
Yep, Infinite Daxus still exists. At least this time I can equip him with gear.
I like Line of Sight limitations which makes terrain matter more. Archers in wooded areas would become much less effective. Static movement penalties could be applied to armor types; Light -1 Medium -2 Heavy -3 This may aid in reducing the uber loaded hero on kiting. ----------------------------------------------------------- Unit turns could also be broken down into 2 steps per combat round; Move - Move Move - Stri
I'm looking forward to the mage troops that give a counter to archers. Once upon a time they were trying to work it so people could focus on One tree (instead of all three equally) which right now I'm not feeling it.
I've had this problem as well. Usually after killing off some monster stack is when this triggers.