Whoops! You're right; I'd missed that one in the tour.
NimRat
[quote quoting="post"] O.K. things that I would like to have seen in the display as I played: 1. A +,- zoom in out bar like google maps has so that I do not have to use the keyboard to zoom in and out. [/quote] Mousewheel does this, if you have one.
Haven't seen the first problem before, but I've had the second one (buildings temporarily vanish) several times.
Additionally, I'd love it if the quest showed you where the target was BEFORE you accepted it, rather than after. Even after diplomacy is in, there'll still be times when getting into that foreign territory just isn't practical.
I assume the absence of a 'Load Game' option other than at initial startup is to discourage reload/retry - doesn't seem necessary to me, but I don't mind. But there's no reason not to keep New Game available all the time, is there? Especially during Beta, when there's a lot of restarting. Having to exit the game and restart it is a hassle.
If additional savegames would help, I think I have two that demonstrate this, also.
City Building Some sort of adjacency effect in city building strikes me as a Good Thing. At present, the need to manually place each building is an unnecessary complication, because positioning isn't a meaningful choice (as far as I can tell). Putting some sort of consequence on it would justify the extra step. However, there's a balance-point to be struck - don't want to create the situation where researching a later tech suddenly reveals that you've 'painted yoursel
[quote who="Spicy Mike" reply="4" id="2650988"]It crashes on me if I'm playing fullscreen, but I can alt-tab when not using fullscreen - but then I can't scroll the map.[/quote] If you left click and hold on empty terrain, you can drag the map. It's actually easier than scrolling on the edge of the screen, at least for me.
Ah ha. My search didn't turn that one up, somehow. I haven't tried redocking yet, but can confirm that windowed mode at native resolution DOES start correctly for me. It's not really 'windowed' at that size, but it does allow alt-tab, which was my original goal.
On Windows 7 64-bit, un-checked Fullscreen Mode and restarted game. Game process started, music is (intermittently) audible, thumbnail of game screen is visible by mousing over icon in task bar. However, game window itself does not open. No debug.err present; presumably the game thinks it's running just fine.
This problem still exists in Beta 2.
Interestingly, alt-tab (well, returning AFTER alt-tab) kills the game once the game is underway. But it works just fine from the opening menu / in the game-creation screens.
Minor visual issue. If the mouse pointer has a special shape due to the target over which it is hovering (for instance, crossed swords over an opponent) and you hit Escape to open the menu, the pointer shape remains as-is. It should probably revert to a basic pointer while in the menu.
So far: 'Naturalist' leader did not start by a mine (no mine visible at startup; found one a few turns later. How near is 'near'?). 'Warlord' leader did not appear to start with any extra units. Either of these might be a case of the tooltip being wrong (or my misunderstanding what it means). In a game with a 'Thief' leader, the window after a multi-participant battle (4 vs 3) reported the extra gilders from leader ability in scientific notation ('9e1.2345'). Sorry, will try to reprod
When advancing to the next turn, if research has just completed the research window opens automatically. Unfortunately, the results of enemy movement (such as attacks) happen simultaneously, invisible beneath the window. The popup with the combat results does wait until the research window is closed to appear, but the movement/combat itself is obscured.
Also have this error. However, I believe there's a typo in the original post - should be 'DX Error', not 'DIVX Error'. At least, that's the error *I* see :)