feelotraveller

feelotraveller

Joined Member # 4187462
26 Posts 266 Replies 12,380 Reputation

[quote quoting="post"] Is there a may to determine which tile a unit comes out of when you pop them out of a city? [/quote] Select the unit in your city. Then click on any adjacent tile which can be occupied. Done.

3 Replies 8,768 Views

Yes it can be quite confusing. Just found a rainbow potion (forget name) which tells me it makes the user impervious from normal damage for 3 turns. I'm guessing that means combat rounds and not game turns (i.e. seasons) but who knows?

10 Replies 11,503 Views

Yes, but when a pioneer spawns a city it should be consumed. And the city should start with population equal to the pioneeer figures (always 3 now we can't customise pioneers?). Neither of these happens in the saves I posted. The pioneer does not disappear when the city is founded and the city starts with 30 population. Why this happens and how to make it not happen is up to someone from Stardock... unless of course you intend it but then it should be made clea

6 Replies 15,804 Views

I suspect you are right. I didn't want to draw any conclusions myself though. Providing the developers with immediately before and after saves should make it easy for them to isolate what is happening... and fix it for 1.01. [e digicons]:grin:[/e]

6 Replies 15,804 Views

As mentioned in this post https://forums.elementalgame.com/435073/get;3261574 I have seen the AI (on beginner difficulty no less) magically spawning 30 population cities with no expenditure of a pioneer. Find 2 save games showing this issues at http://dl.dropbox.com/u/14105530/pop30.zip q30 has a Magnar army of 2 champions plus a pionee

6 Replies 15,804 Views

I don't want to derail the thread from it's original purpose but it seemed appropriate to post this. Here are two screenshots from my game on beginner difficulty. They clearly show the AI cheating a new city, and not just a new city but one with 30 population. The pioneer continued to exist and marched off with the army on the next turn. <img src="http://i1122.photobucket.com/albums/l531/feelotraveller/nocity

195 Replies 495,799 Views

I voted fair. (think that's up from poor last time...?) A lot of nice work being done and good stuff added. However that is as a beta. If it was released as is I would have to rate it as terrible. There are many areas which are basically gunk at the moment. Good to hear that at least many of them will get some sort of attention if future beta's, even if they end up adding up to 'it is just not the game for me'.

323 Replies 256,173 Views

Perhaps you do. Sometimes I like hammering the point home. From Jon Shafer's 'Make a Better Game' article http://jonshaferondesign.com/2012/04/03/make-a-better-game-limit-the-player/ "Let’s say you’re playing a 4X game and want to specialize a city for the production of money. If this can be done equally well in any city then there’s really no sp

6 Replies 8,586 Views

[quote who="Emperorjarin" reply="4" id="3135526"]I would also a way to modify the names of my custom faction's cities, or at the very least set my capital city's name.[/quote] Just click on rename in the appropriate city, type in your new name and you are done. Not much effort really... [e digicons]:sun:[/e]

5 Replies 3,393 Views

I find it fun to name my cities, and useful too. An easily moddable file could be good though, if such does not already exist.

5 Replies 3,393 Views

C'mon, we haven't got specialisation at all. Generic options a, b and c, pick one, same for every city, every time, does not a city specialisation make. Nothin' at all special when everything can do it all the time. [e digicons]:banhammer:[/e]

6 Replies 8,586 Views

I liked the idea of a dynasty system, but agree that it was a good move to drop it and focus on other things for this stage of elemental. I do hope it makes a comeback when time and resources can be devoted to fleshing it out to make it an interesting and useful mechanic which works with the rest of the game. (And boats too.) The way it was set up in WoM was a bundle of contradictions/imcompletenesses. Immortal sovereigns who produce heirs who can nev

13 Replies 9,163 Views

Or, you could rename your cities as you go. Just sayin'. [e digicons]:sun:[/e]

5 Replies 3,393 Views

[quote who="Derek Paxton" reply="1" id="3135343"] I fixed the encumbrance tooltip, thanks for that. Yes, different unit do have different base inits. BtW, its weird that your units aren't showing up on the screen. I wonder if you deleted your screens file if it would resolve it?[/quote] Good work on the fix. As I commented in another thread I tried deleting my screens file to resolve the missing sovereign

3 Replies 2,274 Views

[quote who="lhetre" reply="114" id="3135224"]this is unfair ! a city uses only the yield coming from ONE SINGLE TILE but all the tiles of the ZOC become useless if you raze it ...[/quote] Actually the values given for each tile are a combination of that tile and the 8 immediately surrounding tiles.

123 Replies 960,758 Views

Firstly my sovereigns hp's are shown incorrectly on the icon on the top left. This corrects itself next turn. It would be good if this updated to show the current state; otherwise since it can being (very) misleading please consider dropping the feature. Secondly Vaerwynn does not have the shield as shown bottom left. This is not the picture she starts with and although she carried the shield for a couple of turns, Markin has had it for several turns now. T

0 Replies 1,251 Views

I entered a notable location with my sovereign and got a quest. No problem. Then, same turn, I sent a champion to join up with my sovereign who was still at the notable location which spawned the quest. I then get the below message pop up. Not right.

1 Replies 1,806 Views

Materials are different to iron, and to gold. They are present at sites you can build cities in the same way grain is. There is a resource (clay pits) which can add a material to a city. Production is derived from materials. At the start of the game you get 5 production for each material. Various technologies and buildings add to the amount of production you get from each material. A workshop for instance adds 3 production per material. The bu

123 Replies 960,758 Views

Try zooming in and out. Sometimes locations are visible on the cloth map which are not on the normal map. And sometimes when you zoom back to the normal map previously unseeable locations get drawn on the map. Not guaranteed to work but worth a try. Also ending your turn sometimes does it.

3 Replies 3,292 Views

I have the same missing images DGB246. I've reported the missing sovereigns but didn't realise (until now) that we were meant to see the characters in the unit details screen. LOL. A number of people reported the missing sovereign issue in 0.86 but the developers have been silent thus far. I have ATI mobility HD3470 graphics and all my drivers are up to date, so it is likely some other problem. I did a fresh install yesterday and it did not he

6 Replies 3,303 Views
Reply to 3 loose ends in FE Beta

Added savegame to initial post.

3 Replies 2,390 Views

First up the tooltip for encumberance does not make much sense. Okay unemcumbered is below 50%, but from 50-59% I have no idea what category is to be applied. I also have no idea whether 80% is 'heavy' or 'encumbered'. Secondly Ruka is at 60% but suffers no penalty for 'heavy'. How come? (Third, and somewhat OT, how does she start with 22 base initiative? Is it just one of those things... problem is with all the inconsistencies i

3 Replies 2,274 Views
Reply to 3 loose ends in FE Beta

The square to the left of the grey highlighted one. In the bottom left corner of that square. It is (somewhat) hard to notice in still images but it constantly flickers in the corner for about two seconds in game after zooming or moving the map. I don't know how to capture this in video (and quite frankly don't plan on learning just for this).

3 Replies 2,390 Views