Personally I vastly prefer the units to be smaller when zoomed in. I like the larger pewter pieces zoomed out, but when I zoom in it's really nice to seem them in a more natural scale. I really don't like the huge figures when zooming in.
Sherekhaan
Has the Adventuring Tree been modified much in the Beta 3 release?
I think it should be one tile range and initiate tactical combat. No monster is just going to stand there taking arrow hits and not do something about it. That way there is no need to reduce the effectiveness of archery and more reason not to have archers runnign around killing stuff from a distance safely.
Right now the adventuring tree sucks. It could be that it is not fully enabled or because the other tress like civics are out it prevents some of the options appearing. Also things like dungeons don't seem to be functioning First off dungeons. I have no idea how these are supposed to be implemented with a dungeon keepers guild and a questing tech called dungeon delving, but it seemed to me that you could train or hire a dungeon keeper who could then establish a dungeon which
Was the sovereign in a group? I have found this bug most commonly when there is a group of units. I have found two fixes for this: Firstly if you add a unit to the group it goes away. Somehow changing the group resets the position the program thinks it is in. Secondly rotating the map will make this bug go away and the cursor behaves normally again.
I had a bug with an air shrine and could not build on it in several games. I have noticed some special tiles bug out and you can't build on them, not sure if they are tied together or not.
Just a bump and modified the title to show that this bug is still in beta 2B.
Thank you for posting this, Frogboy. As a beta tester it is nice to see feedback on areas that will be focused on in the future so that any game suggestions made in these areas we know aren't being ignored, you're just not looking at that right now. If you do what's on that list I can see this being the hallmark 4x for a generation :)
Due to the fix done on movement points in the 802 version which meant double clicks would count both as movement points, a bug has developed where if you click at the right time, about half way through the move from one cell to the next, you can get free moves. Currently my record is 30 spaces moved in 1 turn. All you have to do is time the click right; so the bug must be where the move actually counts the movement point subtracted. By clicking when the unit is right on the
Maybe it should take two turns to reflect the time to cook the marshmallows on the smoldering ruins?[e digicons]:grin:[/e]
[quote who="Nick-Danger" reply="11" id="2659660"] You can build huts and farms with no civics techs or doing any research in any line whatsoever.[/quote] You can at the moment, but the tech tree is at odds with that. It's like palaces. it shows you need administration to build one, but you can build it straight away. Likewise Harvesting shows it provides gardens, but you can build them straight away.
I can see the point about the usefulness in the early game, since it looks like you will need basic harvesting tech in the future to build gardens (currently it shows in the tech tree that harvesting provides access to gardens). Still, it means if you don't build right next to one they are still quite useless.
Is it possible to revamp the inventory screen? Currently the items are spread across 4 categories and the slots are spread between them making it quite confusing. You equip an item in one tab and yet it de-equips the item in another tab. It would seem to me to make much more sense to group by slot rather than spread the slots amongst tabs. Either create a virtual representation of the slots so you can see what are available and what are taken, or group the items into 3 for wea
Am I missing something about these? 40 population for 4 squares seems like a heck of a lot especially when I house gives you 72. Should these give more population or some other bonuses to make them worth the building opportunity cost?
The arinou stack is always expensive becuase he comes kitted out with so much armour. Basically you pay for experience and items as far as I can work out, which is why they increase in price as they roam about. Some champions are just better value than others.
Either nuke your oponent into dust or talk their ear off and try and talk the kingdom out of them.
Yeah from practicing with it in a long game it seems ot save the points but you actually start at 1.5 which rounds up to 2.0 so it takes a number of levels to actually see any change.
I tried to recruit the Arinou group of 3 champions (happens with all) and the recruitment price was 451 gilders, ended up with a 1500 gidler cost and sent me to -1100 balance.
Yep these are most definitely broken. movement stat icnreases on sovereigns are not saved. Experience books will not give experience. stat books I think worked for me, but I will have to double check that it saved them correctly.
It's funny I am checking for updates like before the beta was released. If you put in half of what you say I will be exceedingly impressed. I have been in beta's in the past where vitrually nothing changes and half the reported bugs never get fixed.
I the sense that the esc button queues up options screens I think is a bug. If you hit the esc key a few times to get out it will open that many option screens.
[quote who="CariElf" reply="6" id="2652080"]I've actually just fixed that bug; the movement cost was being deducted when the unit started moving rather than when they finished the move. [/quote] You rock! Is it going in the next version of the beta or is a few more down the road?
[quote who="Stmorpheus" reply="105" id="2651247"]well i assume that since we can't research adventuring the quests are the very simple 0th level quests. when you research the adventuring more complex and rewarding quests will pop up. [/quote] Sounds good. No idea what is in adventuring but if that's the case it would be vastly better than my idea. Actually on that note are trees going to be interwoven so that for instance in this case to get maximum benefit you need
Been a blast of a beta so far. Some improvements that have been mentioned a thousand times: Quests - more different types of quests. I hate escort quests and the options are plentiful. However, the quest interface needs adjusting. Can I suggest the quest interface be made to list all teh quests for your kingdom with the hero and the originator of the quest listed. If you havea couple going it gets confusin
I found this very confusing at first, I couldn't work out how the AI was pulling warriors out and I only had these crappy peasants. I will get used to it over time, but maybe there's a way to have some default entries in there so you have something easy to upgrade to for newbies to the game. Say for instance militia with certain weapons availabe with elather armour and basic weapons etc.