What I mean is: if I click to manually place the merchantcross bazaar, it the building appears under my cursor, and I can move it about the edges of my city. Ditto, a monument. But when I try to place a shrine or a school, there's no building artwork visible. I can still double-click for auto-placement, but if I try to place a shrine or school on an empty tile, the game defaults to thinking I'm no longer interested in interacting with the city at all.
Glazunov1
In my experience, that's still happening for several camped monsters. And destroying an unclaimed enemy champion in his/her camp sometimes just yields the body; nothing else.
[quote who="UmbralAngel" reply="1" id="3207397"]Now all resources are free (instead of 10 gildar to build) but they must be built in the nearest city. This fixes the penalty you get for building a city right next to a resource.[/quote] Fair enough. Thanks for pointing that out!
Not sure if this is a bug or a feature, but I put up an arcane monolith near a water shard. Clicked to build on the shard, and the next time my nearest city had nothing being built or trained, the shard was put in the queue. But the city was over ten squares away.
Just that. The earliest game you keep around and play (more or less) regularly. I'm simply curious. My own is Hidden Agenda, from 1988. I reviewed it for a magazine when it first came out, enjoyed it thoroughly, and have played it since then. Not all the time, but it still works very well, and nobody has followed up on its way of handling things. After that, Darklands, from 1992. A game that amazingly enough hasn&
[quote who="shadowtongue" reply="26" id="3206670"]I've been preaching this for over a year. The problem is that the current business model seems to be to push stuff out way before it's ready, because the payoff is still too high that way. Gone are days of clean releases right? That's what everyone has been saying for at least a decade. Well, the only way to change it is to stop rewarding the shitty business practices which allow that.[/quote]
What about the /3GB switch? It does contribute to system instability outside a game, but within it, people running WinXP can access 3GB RAM if they have it available. I've done it myself with some of the heavy duty mods for Civ IV. I'm not suggesting this is a substitute for 64-bit, but it might be at least a temporary solution for modmakers who want larger maps in FE. I'd gladly play them using that switch.
[quote who="joasoze" reply="120" id="3206844"]I am watching the long video, and I do hope that the world is still dangerous.... Part of the fun (for me) is to survive and expand at peril. [/quote] I understand that they've made all the monsters librarians, and converted the outposts into post offices. Too bad. ...Do you really think a company that has been creating successful strategy games for over a decade would decide to remove a
[quote]Lowered the electoral count of Wisconsin[/quote] Remove Texas from the states, since it doesn't want all the fed money it receives. It wants to be proud and independent. ;) Since I'm recovering from a hernia operation earlier today, timing this for Thursday would fit nicely, if it arrives. If not, it's back to Crusader Kings II.
[quote who="seanw3" reply="10" id="3204432"]Cam we delete that starting position that starts me out on a peninsula with no resources then?[/quote] I second that. I think I've ended up on that same peninsula as Sean has so often that I ought to be able to rent out the thing as oceanfront property. ...and let us not get into a discussion of choke points near founding cities occupied by very large reptilian creatures with bad dental plans.<
[quote who="Frogboy" reply="64" id="3205605"]The magic is getting a lot more interesting, I can say that (in tactical). Beta 4A (not beta 4) will have a new tactical battle UI that will help the player see a lot more information that will help them know which units they should attack and in what order.[/quote] Is good. :)
Interesting, Brad. I wonder if you can show us a diagram or help page on the ways cities can now exclusively develop. I think we're all interested in how Essence will play out, too.
From all the development comments, Brad (Frogboy) is working hard on improving AI. And battlefield AI isn't anywhere near as difficult as strategic growth/conducting a war AI. The battles need a bit of work, but the rules set is pretty damn good already, in my opinion.
[quote who="Werewindlefr" reply="8" id="3204463"] Quoting Glazunov1, reply 7And once again, as in several threads that have been up here, before: https://forums.elementalgame.com/428455 Yes, I didn't pull the 08/16 date out of a hat, I've read the thread you've linked... and it's an old one. Things change. Every development cycle has its unforseen complications, its issues, its delays. Hence my question: is the tentative beta 4 rele
And once again, as in several threads that have been up here, before: https://forums.elementalgame.com/428455
Already been stated by the development team in another thread: mid-August at the earliest.
[quote who="DsRaider" reply="3" id="3199121"]The waiting is killing me..... [/quote] Death by Anticipation is an especially ugly way to go.
Kaspersky's very good. It doesn't find as many false positives as it once did, and it's great at discovering new ("day 0") viruses.
Do you mean that you want an Undo button, or did you have something else in mind?
I wouldn't play with random techs. The tech tree in FE isn't plush enough to support a random element, in my opinion. If I choose one tech to research, it takes a long time, and it's just the one I want for the specific direction I'm going in. This is in contrast to, say, SMAC or MOO II, where I can more or less select the direction of research, and settle for whatever I receive. I have no problems with any code that gives you random te
Well thought out, Derek. A few points: If you design something you enjoy, it isn't necessary stupid. If you design something you enjoy where that enjoyment derives only from that element, and not from the way it relates to the rest of the game, then that might be stupid. That "citizen-using" subgame sounded a lot like some of the joyless elements in WoM. Artwork: consider offering different versions of it, hi-fi to low-fi, th
[quote quoting="post"] As some of you may know, 32-bit Windows XP users only see 2GB of memory no matter how much memory they have installed. Windows 7 users see 3GB of memory IF they're running a 32-bit version and 4GB if they're running 64-bit -- as far as Fallen Enchantress is concerned (native 64-bit programs can see effectively unlimited amounts of memory). The #1 thing holding us back on having "more" stuff is memory. We've been optimizing m
Many threads, many reports of this bug. Just wait for beta 4.
When I'm playing a combat-based sovereign, Hard. When I'm playing a magic-based sovereign, Easy. Because in the former case I'll build a lot of units, while in the latter, I won't--and the AI always thinks I'm a pushover when I'm not. It gets tiresome having to defeat races with a quarter of my power or less, just because I haven't built a raft of cheap militia.
Noted in several other threads. A bug that will probably be eliminated with the next beta.