Here is the problem. The AI took a neighboring city and immediately after offered me tribute. There are several issues with this. 1) He should have been smart enough to offer it (and the implied 10 turn peace) BEFORE he took the city. Now that I know why he offers it, I'll never accept it. If he offered it before, I would have to make a blind decision which is more fun ;) Do I take the safe money, or bet he takes the city and then take it over right away. 2
RalphT
I guess at some level color coding units and cities with the strength level makes sense, assuming you're at war with everyone ;) Since I'm more of a peacemonger, I don't really care about the potential threat, I care about the strength of monsters and people I'm at war with. The current map scheme has no way that I can see to determine that without clicking on the units and hitting talk or moving into view of the cities to see the owner. Suggestions (pick some)
Edit - Sorry, meant to post in Legendary Heroes. I guess at some level color coding units and cities with the strength level makes sense, assuming you're at war with everyone ;) Since I'm more of a peacemonger, I don't really care about the potential threat, I care about the strength of monsters and people I'm at war with. The current map scheme has no way that I can see to determine that. Suggestions (pick some) I like #1, but I could li
I had a case in a recent game where it popped up a dialog saying that an improvement had been destroyed, I clicked the button to go to that location, and instead it popped up another dialog saying something else about something unrelated. The times like this that I say go to map location and another dialog pops up first is a bit annoying. Unfortunately, I'm not sure what a good resolution is other than getting rid of the go to location button and let them click on the toast (icons
I think they also want to discourage the rampant tech trading that happened in some of the Civ games. I remember researching a tech and immediately selling or trading it to the other factions for tech I didn't have ;) It made researching down one line the way the way to go since I could always trade it for less valuable tech that I didn't have yet.
You can get the woods on the right filled up too. [e digicons]O:)[/e]
How about Population 273 Next level in 57 (7 turns) Out of food in 67 (9 turns) Number of turns is optional.
Move your unit until all movement is done. Mouse around, the computer says 1 turn, but it is red showing it can't be done. 1 indicates I can move there taking one turn (or a programming bug.) Red indicates I can't move there this turn. As a programmer, you can say that is one turn away, but red says that will be next turn. As a user, I'm going to be able to reach them on turn 2, and red confirms that. I'd rather they were consistent myse
Sorry, I don't have specific test cases, but I did see it a couple of times. Once may have be related to doing something like moving until out of movement and trying to attack an adjacent unit.
It would be a lot simpler to click on the little square on the city screen and select the spell instead of the other way around.
I played the game through to the bitter end. Overall it was fun, but I do have some specific suggestions to give. This was using the default settings. I don't remember if I bumped up the AI or left it at normal. Some of these issues may be related to play style. This is also based off one game only. The start was fun. [DESIGN/AI] The mid game really lagged for me. The AI had significantly more score/units/everything than I did, but they failed to capitalize
Bump since I changed the description of what the bug actually is.
Thanks, I didn't know that was there. It may clear up the turn ending too soon bug until they fix it. I don't normally have a bunch of units, so it should work. I just have to remember to turn it back on once it's working ;)
[quote]Why the hell would I want to spend time with a screwed up Steam client to play a video game when I can simply purchase a PS3 title.[/quote] Because I don't have a PS3, and from all the complaints I've seen, it is more messed up than Steam?
OK, the bug is really that the Auto turn end often ISN'T applied. I shouldn't see a green end turn button when end auto turn is turned on. What I though a bug was WAD (working as designed.) The real bug is the rest of the system ;) Original text below. [BUG][.50]Turn ends prematurely when you try to attack an adjacent unit you can't reach that turn. There are probably other things that trigger this, but this one is easy enough. Arrange for t
It seems unrealistic. If I'm an archer, I'm NOT going to fire my arrows at units on the other side of the battlefield if I'm gong to get cut down next turn. OK, here's a much better argument. Catapults, ranged and magic units can successfully attack my heroes, even though they are surrounded by my units. That means that I could easily create 'spoiler' stacks of units designed only to take down enemy heroes for multi-player. I won't win the battle, b
Ophidian immune to magic, but effected by slow cast by bard?
When I set a city to produce research, it triggered a notification that I had researched something. While it's possible that it was a coincidence (indicating some other bug) it looks like the checking for research completion is done when the total research PLANNED for the turn goes over the magic number. This gives me the research item a turn earlier. I'm not sure if I also get any free research from it. If it's just getting something one turn early, it's not a big deal in the
Open the build screen, the view changes to top-down. Double-click on the city in the middle of the screen. It adds generating research as the last item. Close the build screen. You are still in top-down view and have to exit and reload to get out into the normal isometric view.
Take a city that has built everything and start generating research. Double-click on that city to open the build panel. It changed to now generating wealth. Close the build list. Double-click on that city to open the build panel. It's now generating Research. No, you can't convince me that it's a neat feature to switch between the two options ;)
Now it does something like Population 273 Next level needs 57 Capped at 320 Next level should be absolute number or capped should be a relative level. The way it is now, it is more difficult than it should be to figure out if I need more food. If I really want to do math, I'll fire up my Apple II emulator and find a copy of 'Math Blaster.' [e digicons]B)[/e]
From the 5.1 Change Log. Pioneers cost gold instead of population
Hey, I did label it as a nitpick. On the title screen, if you mouse-over the scenarios button, it pops up a [coming soon] tooltip, it can exist when you're over the new game button if you're careful enough. Had me scratching my head for a second when I saw that the New Game wasn't available according to the tooltip. I haven't played with the other places that tooltips are used, so that may be the only place. If it exists in other places, maybe it gets nud
It makes it easier to play when using mostly the keyboard. The key is a lot simpler to hit than finding the done/cancel button using a mouse. City Detail screen doesn't respect this. The funniest one I've seen so far is if you go into options/save game and hit the options screen closes, but the save screen doesn't, even though it has the keyboard focus.
[quote who="Plutonium239" reply="8" id="3333676"]Consumer products are not going to possess intelligence in the foreseeable future.[/quote] Nice post. I'd go further than that. NO products are going to possess intelligence in my lifetime. Within very narrow domains, they can operate successfully, but for even something as seemingly simple as playing a 4X, they will always struggle. Look at Go, a game with very simple rules. The only way computers can beat huma