ywhtptgtfo

ywhtptgtfo

Joined Member # 4416999
3 Posts 7 Replies 199 Reputation

Ugh. Already a few bugs (old ones, no less): - Units occasionally stop being able to attack or use a skill in the middle of combat. Need to either reload or auto-resolve. - City names are occasionally wrong - Default stack size is 4 - Enemy A.I. never use range units. Instead, they just dog-pile you with annoying tough melee units that you'd have to kite (if they all spam range, it would've been GG) - Enemy A.I. is fixated at one

5 Replies 6,757 Views

I stopped playing after version 1.2 and now I see it is 1.4 already. If my memory serves, 1.3 was supposed to be a big content patch. So what's new?

5 Replies 6,757 Views

Now that you mentioned it, it'd definitely be nice to have some sort of skill tree system for units (like Civilization 4). This will certainly make wars more dynamic and developing soldiers/heroes more interesting. Giving terrains some sort of function can also be nice. For example, the city can build hunting grounds (that provide benefits to say... scouts) onto forests and markets built next to shores gain additional bonuses. In fact.. incorporating some of Civ 4's tile-based

3 Replies 7,666 Views

I kind of agree. Also, terrain-forming spells are too cheap. Even if you've spent time to raise lots of mountains to protect your cities, an enemy can simply neutralize all of them in one turn by spamming lower terrain spells.

3 Replies 7,666 Views

I managed to roll back to 1.2 from 1.2c and was able to proceed with the game I started. I played under the "extreme" difficulty. One thing that's immediately obvious is that the A.I. get some pretty crazy bonuses like 300% food production and 500% gold production. About 30 turns in, 3 A.I.'s declared war on me already and they each had 20000+ gold. I saw the A.I. had like 4-5 defenders in each town and didn't send anything to attack me (it could've easily wiped

6 Replies 6,956 Views

I have little experience with C or C++, but my impression is that things like: [quote] if (enemyPower > ourPower && (humanHasRanged != true && humanHasCaster != true )) { } [/quote] should instead be: [quote] if (enemyPower > ourPower && !(humanHasRanged || humanHasCaster)) { } [/quote]

5 Replies 7,642 Views

[quote who="Frogboy" reply="6" id="2954038"] Quoting ywhtptgtfo, reply 2ZZZZZZZZZZzzzzzzzzzzz... I can't believe this game is still so buggy after an extra year of development. I am a programmer myself and I understand programs can take a lot of time to perfect, but these kinds of bugs.... are just... 1.2c is a beta. As a programmer, I assume you are familiar with this concept?[/quote] To be fair to your fellows, I have no idea of how your code is organized. If it

10 Replies 28,333 Views

Other things I want to complain about is the UI. It'd be very nice if there are buttons that highlight creeps, enemies, quests, etc (like in Civ) as well as some rather streamlined controls. As I can see, the bug with city names being scrambled from time to time is still here. It'd be nice if some dev raise that ticket's priority to at least A in trac, since it's pretty annoying.

10 Replies 28,333 Views

ZZZZZZZZZZzzzzzzzzzzz... I can't believe this game is still so buggy after an extra year of development. I am a programmer myself and I understand programs can take a lot of time to perfect, but these kinds of bugs.... are just...

10 Replies 28,333 Views

Hi, I decided to give this a try again after the patch came out. I started a game in "Extreme" difficulty and found a few peculiar things... For example: - Units are produced in bulk by default (groups of 4). This includes caravans and settlers - HP's are nerfed (At 10 constitution, starting hp is 5). A peasant's default hp is also 3. - There wasn't any recruitable NPC nearby (unless I walk VERY far out). This holds true even when I got

10 Replies 28,333 Views