Just two points on minor factions: A. Minor factions are too passive. While i agree that minor factions should not found cities (because those cities might then be easy conquest for major players) i think that they should be more active. They could really expand their city at least with some buildings, they could build troops and go conquering (and expanding this way) or simply waylay some caravans. They should however under no circumstances simply sit there.
Symondus
Mana Regeneration Mana Regeneration is to low at the moment 1/Turn for me. This is to low to make casters usefull, and furthermore makes the Tower of Magi (+2 reg) to strong. Mana regeneration should be in between 20% to 50% of your mana per turn. Alternatively Shards could also add to mana regeneration per turn. Spell Feedback <span
The buttons are still too small in Beta 3B.
According to the new resource system they actually should not appear in your city building menue as i read it. However, the tech dependencies seem a bit off at the moment.
Generally the new resource sytem is not yet fully implemented. You can build the resource building from the city if they are on neighboring tiles (this will be removed I assume) and you can still build with the pioneer (which will also be removed). Clicking on the resource does allow to build on it, but no longer requires any tech (which made some techs obsolete, if intended). Furthermore, not only the Temples can no longer be built, due to no shrines in cities, but also the F
And once more. Same Game about 15 turns later. This time i built (as in ordered to be built) a Hedge Wall in one of my cities. I assume again not reproducable, but I will report back if it is. http://dl.dropbox.com/u/9038574/CTD_Windows_dmp2.zip Savegame: http://dl.dropbox.com/u/9038574/Crash5.EleSav
Ok here is another one. CTD, no Elemental dmp generated, but Windows dmp. This time i tried to cast Greater Raid Land. I'll post in a minute if the CTD is reproducable for me. http://dl.dropbox.com/u/9038574/CTD_Windows_dmp.zip EDIT: Not reproducable
Turning off the intro did not work for me. Was the first thing i did.
Addition to C. Warfare Archery misses the Longbow it promises.
Addition to E. Adventuring Proposed this somewere else , but also fits here. Add some technologies that makes higher level Heroes spawn near your location, similar to the higher level Goody huts spawning (i am not sure if this is how the Heroes tech works, if it is indeed then remove some of the expensives heroes taht are spawned on turn 0 to these techs - just checked, for me there did not spawn any heroes
[quote]Revolution! Civil War! Rebellion! Big empires tend to break up around the fringes, especially in the medieval time period. Why not just represent that?[/quote] Actually. Why not? Because typically its not fun when your carefully created empire breaks apart and you can't do anything aganist it. Especially if you are on your hard earned way to victory. So making it more difficult to archieve a powerlevel that dominates all other nations is good desi
As far as i remember this one was while pressing end of turn. No special event as far as i remember. I could also load the autosave and play on without problems for about 20 turns. I will try to be more specific in the future. The question was mostly if the microsoft dumps are as usefull as the ones created by elemental. Becasue they are, at least for me more difficult to get - because the microsoft reporting thingie will delete its .dmp if you click: Don't send.
Here the debugg.err when it failed to load http://dl.dropbox.com/u/9038574/debug_try1_failed_to_load.err and here the one were it did load on the next game start http://dl.dropbox.com/u/9038574/debug_try2_did_load.err
One could simply add a capital building that gives like one Goldmine on gold, one lumber mine in materials and one lost library in reseach and can be placed without cost and tiem requrement in the capital city. This way one of tehse important resources in the first city only doubles the output instead of multipliing it by or so. because we then also know the minimum output of materials, golf and research ( and probably arcane knowledge) the game can be balanced accordingly. &n
Having played some more games i think one of the major problems is: The maps, even the tiny one are too large. At small you often need 20 turns to walk a pioneer to the next city spot. Either speed up map movement and very important in this case also the number range of vison , or alternatively slow down research and building by a lot. Keep unit building the same or speed it up. This shoul
Addition to C. Civics Forge can not be built because the Mine is no longer a city building
I agree with all of these points. [e digicons]k1[/e] I also wrote some long feedback on research here . Maybe you can also share some opinions there.
All this feedback is based on the kingdom research tree A. General First off research at the moment has the problem, that you can beeline to the techs you want. If i want pure research, simply choose the reseach technologies in civics. If you want to design units -> reseach weapons till claymore (achieveable at warfare techlevel 4 or 5). This could be remedied by adding techlevel requirements to the more powerfull technologies. E.g., "Super
Can confirm this. My first two games with 3B were lost in in under 10 Turns due to very strong monsters nearby. Which squashed my souvereign and than my city :( Strangely this did not happen in later games.
Still present in 3B
For me ist also miss and go. Sometimes it works, sometimes it dosen't. Its not related to a specific savegame however.
I am conviced that the battlefield size is ok. Larger Battlefield would mean you have to scroll, and can not see all your units at a glance. That already killed AoW battles for me. Furtehrmore with the number of troops present they should fit quite nicely on these small maps. However as postet above and severaltimes more the Enemies should start at larger distance. The other problem is moves. I think we have to much moves for the battlefields. You should have 1-2 Moves regular
A. Wild Goose Chase The target hut for the wild goose chase is quest level 3 while the original hut is level 1. YYou therefore can not finish this quest erly on. B. Lost Horse Quest This quest rewards two horses instead of one horse C. Most quests Why are there two screens, to notfie you about the quests including a full screen image. Simply showing one dialogue would not break the game flow as he
A. Buttons The Save and Next buttons seem to do the same, remove one of those. B. Races and Factions When switching races you should be informed which Kingdom/Empire is the default for this race. People will want to create Souvereigns whose Race fits with their planned Faction. C. Hooded Cloaks The hooded cloaks remove the headcover Hair, of your souvereign. This should not happen, because if you upgrad
A. Information: The Empire selection screen should list the race of the Kingdom/Empire. Right now one has to guess based on the (nicely added) figures. Maybe you could also enlarge the part were the text is placed and remove the scrollbars . All information should be visible on a glance. B. Nice Figures The figures should show the <