It's not just you. Lots of similar posts about it. I have the same issue
BernieTime
I preferred the way Final Fantasy Tactics handled combat, which also had the advantage of limited stack size. Not really seeing anything thusfar that could become the bane of the superstack.
Once a goody hut has been completed it should phase from the map either on completion or phasing out after 2-3 turns thereafter. One map I had was so covered with goodie huts/ruins that expanding a few cities became problematic. Also, with so many icons on the screen it becomes impossible to recall which ones you'd already visited
Probably having the same issue I am. On entering Tactical it's like all units automatically get a -1 Move or Speed (forget which), if the result is less than 1 (some fraction) then your unit is stuck and becomes a punching bag.
Same problem here. This existed under the 3A but not nearly so badly
This happens for me as well. Every time.
This doesn't work for me =(
Michigan is Eastern Standard Time
I wonder if Stardock staff is fueled by Mountain Dew, Monster, or Bawls?
Initially it was this
I built a city between a mountain ridge and an ocean. There is an existing beachfront that couldn't be built on due to the mountain elevation, so my Soveriegn lowered a lot of land to no success in building anything on the beach. There was ample beach area so believe it to be an AI issue.
I wasn't really thinking of a system like of Heroes of Might and Magic. Was thinking of developing a tech tree that would allow you to grow your own creatures. For example, you've invested a little bit in Creature Tech, after killing a spider you are able to retrieve it's egg sack. Bring it back to your city that has Creature Tech to enable the egg to hatch and be trained. It then becomes a unit that can be controlled by a hero. If you send the Spiders out on t
As an optional use for building a city in an area that is heavily populated by forest. House/Hut building has been a bit frustrating in Beta 2A/B. Always seem to be short 20 units of space for my city to expand =(
Happens every time this becomes available as a buildable unit. Select Ironeer to build/upgrade and Boom!
As an alternative way to raise an army, research monster breeding/training to develop your own creepy crawlies. This could easily develop its own tech tree, creature types could also be somewhat influenced by your starting spellbook(s).
[quote quoting="post"] Spell organization. Yikes As you have noted, currently 'pluck your eyes out horrible'. As you get more spells this becomes more important. A matrix would be superb. Recommendations: Having the spells arranged in a Book:Function matrix would be both quick and expandable. So across the top you would have something like Favorite, Fire, Air, Water, Earth, Summoning, Ruin. Upon selecting any of those top tabs, the
[quote]+ Removed Ale from the game (thanks ESRB...)[/quote] Why not change it from Ale to Cider? Kids can imagine farm pressed cider, Adults can imagine a fine dry cider like Strongbow. I dought the ESRB can say much about that
I currently prefer Toshiba laptops from a service perspective. They had some bad product run a few years back which IMHO resulted in better quality control for their current offerings. Dell is just awful unless you purchase their business class, and Acer is kind of dicey about support. Lenovo is good, but they don't have a tech certification standard in place last I checked. HP is a mixed bag, some good, some bad. I like the following as screens in th
I wasn't sure if stuff observed were bugs or not. New to the Beta, but still want to provide constructive feedback. Somewhat expect that many things I'd seen had been observed/reported previously.
I can't begin to say how cool it would be to have some landscape control as an Earthmage as a nod back to the original Populous. Obviously there would need to be some big limitations (and Expensive), but the possibilities are pretty awesome IMHO. Who needs boats when you can Raise a land bridge? Lower a mountain into a hill so as to sneak attack an enemy (or create a mountain pass) Lower a cliff which converts it to a beach front
[quote who="vieuxchat" reply="1" id="2659716"]} Would like a prompt confirming use of an item There's already a little sound, but some glow or anything that isn't as intrusive as a pop-up would be fine.[/quote] The problem I have here is occasionally when I'm selecting to view a potion, it accidentally gets consumed =(
[quote who="vieuxchat" reply="1" id="2659716"] } Would prefer to select the tech I want at the beginning, not as the result. Could be set, optional, or random No way. The tech system is really appreciated by the devs and I really don't think they will change the way it works. A bit of random isn't a bad thing. I just hope they will implement a new rule : "gold techs" that you get for free when you have a lot more levels than the base level of the tech (a level 1
BUGS Note: I am new to beta (2A), so apologies if any of these are redundant } Experience Book activated in main item tab is used, but no effect happens. } Experience Points spent on Moves are spent but not applying } Found Settlement Maps not applying to fog of war } Lost Library not showing on map in close view, cannot be built on even when the tech is available } Unit movement is able to be chained as a stack currently only deducts movement points from t
Note: I am new to beta (2A), so apologies if any of these are redundant } Weapons can be passed to Troops, but they cannot equip them. This could be problematic, nice if muling, if a mule troop gets killed, does the victor get the item(s) being muled? } Troops are not gaining experience from combat [bug?] } Should be able to see wandering heroes in city limits/Zone of control } Warfare: Navies can be researched before harbors? } Building options for