cardinaldirection

cardinaldirection

Joined Member # 4827756
40 Posts 947 Replies 16,214 Reputation

13 Spell Categories, of which a Spell can be in more than one: 2. Unit buffs - S&B 3. City buffs 5. Damage/Healing - S&B 7. Unit debuffs - S&B 8. City debuffs 10. Tactical - S&B 11. Faction buffs 12. Faction debuffs 13. Summons (S=Strategic, B=Battle) Balance between Schools is actually ensured by a combination of many factors other than the indi

6 Replies 35,240 Views

[quote who="Frogboy" reply="3" id="3225304"]I wonder if there is a time limit before people stop thinking every blog or comment is about something unrelated. This past week we did, after all,have the DNC which, I hope, to most people, was a bigger deal than internet gossip. The current economy is a big issue and yet, for software companies, the jobmarket for hiring and retaining talent is very competitive. That's where creating a good company culture comes in

17 Replies 36,788 Views

Personally from what little I've heard this appears to be a situation that would best be served with as little energy as possible. Life, the universe, and everything is constantly unravelling naturally: a process lubricated via fewer complications. The heart prevails. On the original topic of this thread, it is comforting to hear from you at all Brad, let alone of your value for quality in this day and age. Your company seems like a very intrig

17 Replies 36,788 Views

[quote who="darklander0" reply="3" id="3225227"]Yes, cloth map is fantastic. It would even nicer if forests,mountains, plains and rivers had unobtrusive labels on the cloth map. Like "Mountains of Despair", "Forest of Shadows", "River of Time " and so on... They could be used like orientation markers in the game world for events, quests and other stuff. What sounds better? "Your iron mine in southwestern part of your empire has been

7 Replies 7,712 Views

The cloth map is one of the most elegant features of the game, every little bit of work in this area will add tremendously to the joy of playing it. If something similar is developed for tactical battles the game will be entirely playable on low end systems, increasing the size of its audience dramatically!

7 Replies 7,712 Views

If changing the crest in the Faction Customization screen resets the Summary intentionally, then the crest selection box needs to be at the top of the interface so it is selected first.

7 Replies 6,491 Views

[quote quoting="post"] Short before winning on a large map some nasty critters attacked a town before i could cast firestorm on them, after losing the city i decide to reload to try again. loading the autosave gave me a sound like a resource is destroyed and after it finishes loading its "loss by conquest" i tried loading the last save before the autosave, still "loss by conquest" the third savegame in the list fortunately still worked, and th

1 Replies 4,842 Views

[quote who="Supreme Shogun" reply="3" id="3224197"]RE: Cities, there is an option that is by default on that the game places the buildings for you. You can go back to manual placement by unchecking that box.[/quote] Although very useful, this does not solve the issues mentioned for those that prefer manual placement. [quote who="Supreme Shogun" reply="3" id="3224197"]Since this is a UI thread, a clear backstory button

7 Replies 6,491 Views

Strategic map cursor should change color and/or shape/symbol dependent upon type of terrain hovered on, indicating movement penalty most importantly.

7 Replies 6,491 Views

Shop should be available from owned city and outpost menus in order to see what is in store when unoccupied.

7 Replies 6,491 Views

Bugs / Necessities / Suggestions New in 980: Cursor does not highlight hovered tile unless a unit is selected. General: Strategic map cursor should change color and/or shape/symbol dependent upon type of terrain hovered on, indicating movement penalty most

7 Replies 6,491 Views

[quote who="Flohaxn" reply="8" id="3223398"]I have exactly the same problem, no pedestrians showing, and no option to switch them on. Bugged that already some time ago in [.952 BUG] Pedestrians .. quo vadis? [/quote] Missed your post, apologies.

13 Replies 9,775 Views

[quote who="UmbralAngel" reply="6" id="3223359"]If your files got messed up reinstalling might help. Could you post a screenshot of your menu that has this option missing?[/quote] I have reinstalled, and tried the LocalData switch.

13 Replies 9,775 Views

[quote who="seanw3" reply="3" id="3223318"]We can't do that now. When modding is opened we will be able to do 1000 times more than that. Didn't like the way that mountain pass looked last game? Modify the stamp so next time it is full of Spartans.[/quote] Ah, I merely mean locking the location variables when saving a game so that the map plays out the same way upon return. ie. Statue contains Sand Golem object, game crashes, reload old save, Statue still c

4 Replies 7,201 Views

[quote who="parrottmath" reply="3" id="3223279"]I don't quite understand what you are getting at, but there is a setting in the options, under display Reduced 41%Original 1366 x 768[/quote] I no longer have this option, or the animated "pedestrians" in game. Changing the setting in xml does not appear to do anything either.

13 Replies 9,775 Views

[quote who="Supreme Shogun" reply="1" id="3223103"]What on earth do you mean ?[/quote] Sorry "pedestrians", little animated people on constructs.

13 Replies 9,775 Views

Can we lock and save the map data upon world generation so that all locations contain the same variables after a reload? Perhaps also generating and saving a reference variable for certain random rolls so that certain events play out in a similar fashion after a reload? (locking the location variables when saving a game so that the map plays out the same way upon return. ie. Statue contains Sand Golem object, game crashes, reload old save, Statue still contains Sand

4 Replies 7,201 Views