Quite frankly I would keep bumping bugs if you feel they are of significant importance. I do, and no one has bitched at me yet.
mqpiffle
Yeah in a recent game of mine both Krax and Gilden were present and they shared a common border. My eyeballs exploded. [e digicons]o_O[/e] Thanks for the bump!
[quote who="sirmathmansir" reply="2" id="3242029"]However, I just noticed that Magnar and Krax have not met even though their territories are next to eachother (in theory this should show up in the savegame above).[/quote] This issue is being addressed in the next patch.
Well...they fixed some of the UI elements not updating immediately, but not all of them. I'm going to keep reporting them either way. @Trojasmic: I understand what you're saying, but I feel like if they want the game to have that spit-and-polished feel the UI needs to keep up with the game, so to speak.
You've already threatened us with cancer and other really bad things. So...whatever. [e digicons]:sick:[/e]
Very nice change. Been asking for this for...a while. Kudos!
[quote]You can now see spell resistance chances when you are about to cast a spell on an enemy in tactical[/quote] Very nice!
Has this been looked at yet? (bu-u-u-u-mp)
Thanks for havin' a look-see!
bumpin' it again
Wondering if anyone at SD has looked at this yet?
[quote who="t1it" reply="10" id="3241380"]It's definitely new content as it revamps one of the major aspects of the game and would need tons of balancing. [/quote] Feature Complete >=
Still waiting on some develpoer action on this. Not high-priority on the ol' dry erase board, I guess.
To elaborate / extrapolate / whatever: 1. There's too much prestige (growth) to be had for zero effort. Way too much given simply by researching technologies, and early, cheap technologies at that. Way too much is given simply for gaining sovereign levels. Prestige from cities should come from buildings, mostly world wonders (there needs to be many, many more, of all sorts); Prestige from the champions should come from high-level ultra-rare traits (that do
[quote who="Tim-Bur" reply="142" id="3241207"]No. You have not yet succeeded. This is a nice game. It has the potential to be a great game, but at the moment it is just OK. And as I get older (34) I find I'm becoming less and less interested in playing OK games. I'm sad that you've decided to lock down the features, as I think there are lots of as-yet-unimplemented ideas in the forums. Not that you need to include more features, but that you should modify wha
To actually answer the question, no I don't have a favorite quest. I would like the quests to be both more epic in scale ('completing' a quest component a certain way will open up different quests later on, etc) and I would also like to see their completion effect your game quite a bit more. Right now I see quests as a mild diversion so I can get a crap load of xp and lootz. Maybe get your author buddy to design some quests?
[quote who="Heavenfall" reply="2" id="3240804"]Use the city build UI.[/quote] No...that's just what they'd be expecting us to do!
This is why base initiative should be 100, not 20.
[quote who="ddd888" reply="6" id="3240776"]i only hope that every city giving xp each turns doesnt create more lag for some reason[/quote] It wouldn't be a tbs game without lag and ridiculous late game turn times! [e digicons]:star:[/e]
Open your dropbox folder. Find the file you want to share. Right click it. In the menu navigate down to 'Dropbox.' In the sub-folder, click on 'Copy Public Link.' Paste that link into the appropriate forum post. Note: The file needs to be placed in Public folder within Dropbox for this to work properly.
There is no option. There is no documentation on keyboard shortcuts. Button-mashing is in order!! [e digicons]:troll:[/e]
I like this idea as well. It would make the initial hero a little more humble and would make the trait progressions a lot more divergent and interesting. 'Cleave' or 'Overpower' or whatever could be Warrior traits that could make that Path more interesting.
I'm guessing the reason they don't have a tactical 'enchantment' removal spell is because they may not be able differentiate between abilities (traits) and spells. Creating a spell like this would probably mean a lot of coding that should have been done from the beginning for Stardock. They also removed durations and range limits from tactical spells and bows quite a while ago. I forget the reasoning behind this right now.
A mount should give ts rider absolutely NO bonuses (except maybe the ability to get his head stepped on) unless they have the traits to utilize the mount. Then, then mount can be a powerful tool to a hero or unit specialized in mounted warfare.
Looking at the XML, It looks like they copied the Flame Dart spell, but didn't properly edit it. It still costs 24 mana, and requires Fire2 to cast!!!