I tend to make only 1 fortress (preferably with 3 essences), and then mainly conclaves, with an occational town to support those. Even as kingdom there isn't really any limit to how many cities you can have, as long as you expand slowly. Just make sure you only settle where there are good resource yields (preferably on tiles with atleast 1 essence, so you can cast bless if neccesary).
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The thing that makes Impale good design is how it emphasizes the tactical positioning of units. I would propose replacing this active ability with a passive mechanic that makes all tiles adjacent to the spear unit a deadzone, where they are unable to attack enemies or defend against melee attacks. In other words, spear units will only be able to damage enemies which are 2 tiles away. This would both encourage unit diversity (as you would need frontline troops in the deadzone tiles to protect
Tactical map: Please add a real-time combat log panel, where each event is consistently structured (Unit performing action is always mentioned first, then the action, then the target, then the result [success/failure/damage value/etc]. Multi-target spells could have an indented list below.) Please use map tiles for targeting [moves, attacks, abilites, etc] instead of unit models (some of the models seem to have really buggy "hitboxes" too). Please add icons
Autosaves do not save units which finished training at the start of the turn; as if the save step occurs after the city removes the finished unit from the production queue, but before the unit is spawned into the world. Saving manually at the beginning of the same turn preserves the unit properly.
If a unit stacks with other units on his/her last movement point, all movement points for all units in the stack are depleted.
If you have 0 gildar, you cannot open the train unit window (In case you want to customize or look at stats/costs).
Cycling trough idle units selects all units with remaining movement points instead of units with no orders; this gets particularly annoying when you have a lot of caravans in play. Newly created units can not be cycled to unless you manually eject them from cities first; this is particularly annoying with pioneers and caravans.
My units tend to disregard terrain type when I tell them to go somewhere far away, and eagerly travel trough woods instead of plains. They also sometimes accidentally attack or get attacked by neutral NPC while doing this (not verified with v1.07 yet, but this happened in 1.06).
Changing the faction colour also changes the 3 colours beneath it. The descriptions for colours when making a custom faction are mismatched. The selector for hair colour is missing. Skin colour is listed as Map colour and can only be changed by swapping race, and even then only to the default skin colour for that race The preview model does not seem to update when I change colour. There is no preview for buildings or other things the co
Seems if your account name is not a valid IRC name (mine starts with a hyphen and is erroneous) it fails to join the chat if you log in first. If you log in after joining chat, it tells you that you've changed your nick, and it prefixes your own messages with your account name, but others still see you as guest_x.
Autosaves do not save units which finished training at the start of the turn. As if the save step occurs after the city removes the finished unit from the production queue, but before the unit is spawned into the world.
If a unit stacks with other units on his/her last movement point, all movement points for all units in the stack are depleted.
-If you have 0 gildar, you cannot open the train unit window (In case you want to customize or look at stats/costs).
Some minor bugs and issues: -The descriptions for colours when making a custom faction are mismatched. The selectors for skin and hair colours are missing. Map colour does not seem to change no matter what I do (edit: this seems to be skin colour and only changes when I swap race). The preview model does not seem to update when I change colour. There is no preview for buildings or other things the colours might apply to. Changing the faction colour also changes the 3 colours beneath i
This is a bug with the built in IRC chat: Seems if your account name is not a valid IRC name (mine starts with a hyphen) it fails to join the chat if you log in first. If you log in after joining chat, it tells you that you've changed your nick, and it prefixes your own messages with your account name, but others still see you as guest_x.