Serious build exploit: Start production on an inexpensive unit or building. After a turn or whatever, add an expensive unit or building into your build queue. On the same turn, Drag-and-Drop the expensive building to be built next - the left-most spot in the build queue. On the same turn, rush production. You will only pay the amount it would have taken to rush the initial item to get the new item. I believe all this can happe
mqpiffle
You should also be able to manually designate the group leader.
If another program pops into the forefront the game will freeze (not crash). Must ctrl+alt+del out and start from previous save point.
[quote]If you are purposefully keeping them in the unit designer so people can produce riding pioneers and so on, you should consider giving them their own modeltype so the player cannot equip them with armor or weaponry. Another option would be to automatically unlock a "stronger" pioneer when mounts are unlocked.[/quote] I'd rather see 'Settler' (or what-have-you) become a trait. If you want to spend your resource on a heavily armed pioneer unit, so be it.
The questions in the OP were hypothetical, but your right, now that we have this capital city thing, cool new mechanics could be created around it.
You are misinformed. Defense works in a much less intrusive manner than that. I don't now the exact formula, but it certainly isn't DAMAGE = ATTACK - DEFENSE.
I agree - this is annoying.
Now that we have mechanics centered around the capital city, I need to know which city is the capital. In all aspects of the UI (Strategic Map overlay, cloth map, Empire Tree, Kingdom Report, etc) there needs to be some identifying marker for which city is the capital. A star, a flag, a silhouette of Julius Caesar's head, I don't care. Is the capital always my first city, or the city in which I build the tower of dominion? Can I change my capital?
When I hover my mouse over a city icon in the Empire Tree UI (I think that's what it's called??) please show me what the city is currently producing. I don't always want to select the city to know what it's producing.
[quote who="Das123" reply="10" id="3215133"]The game needs to have an obtrusive pop-up appear when production is finished [/quote] This would have to be an option, because I don't like this idea. At all.
Don't forget the less than optimal quest UI, which has so many different fonts and dialogue boxes it makes me vomit in my mouth every time I look at it.
[quote who="DGB246" reply="34" id="3215682"]Hi guys thanks for all the posts, it's been interesting to see your thoughts on this. To you guys ...[/quote] The gripe that sticks out the most from your OP is that spells cost too much mana. While this is bound to change in future balance passes, I'm here to tell you that, IMO, as the game currently stands many of these spells are not overcosted, and may indeed be undercosted. I agree with some aspect
@TorinReborn: [quote]Increased distance from starting location requirement on more powerful monster lairs[/quote]
Suggestion: Try setting monsters to 'dense' in the startup options and see if you like it.
Good point. This has persisted since 'that other Elemental title.'
Also, side-by-side comparisons of the gear being worn and moused-over gear would be nice.
Moar loar! [e digicons]:karma:[/e]
[quote who="seanw3" reply="12" id="3215594"]Save your pet peeves for .952.[/quote] We need a 'Salon' city improvement so we can change our champion's hairdo at any time. And get a pedicure.
[quote who="Frogboy" reply="33" id="3215201"]The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along. Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is).[/quote] Exactly. If you want to keep all of your opponents cities then you need to take them over. If you force them to surrender, then the r
[quote who="GFireflyE" reply="26" id="3215034"]Like how clicking on a resource draws a line to the connected city. However, would rather see a line drawn to the connected outpoint, and clicking an outpost draws a line to its connecting city.[/quote] Actually, the outpost has nothing to do with the surrounding resources. You can have an outpost connecting to 'city A', while a resource only one tile away can be connecting to 'city B' if it's closer.&nbs
I like it. Maybe each champion starts with say 1 essence, and can pick traits (maybe up to +4) which increase this. Certain magic items could also increase essence. Trained units need to pick a trait that gives 1 essence. This could also eliminate the need for mana upkeep. Very good suggestion.
[quote]Cities get 10% Unrest penalty if they aren't connected to the capital's ZoC[/quote] How will we know which city is the capital?
Make backups of the original file(s)! You will not be able to update the game if you have changed anything in the original files.
I don't think diplomacy just needs spicing up, it needs to be completely re-imagined. It stinks in it's current form - the UI, the options. If there's going to be any 'political drama role-playing' in this game then diplomacy is where it's going to happen. Either make it really, really good, or axe it and make this a war game.