baddl

baddl

Joined Member # 5005467
25 Posts 66 Replies 7,720 Reputation

+1 on everything. Well, except (5). This works to my advantage because I tend to make initiative my first priority. [e digicons];)[/e] EDIT: I don't think that (9) archers are too powerful either. They have low intitiative and weak attack. What I like about your proposal (and Age of Wonders) is that there should be some incentive to move them. Note that (8) is only part of the problem with movement points (as reported elsewhere).

10 Replies 9,299 Views

Since no company would take the risk to run a public forum unattended and this "It's not really as bad as that and we have so many exciting things in store for you." sounds like the typical reaction from the marketing department and the plans have not yet been publicly announced AFAIK, you must have heard about them during an internal meeting at Stardock. Can you provide some more details please?

26 Replies 105,861 Views

My theory is that at least the core team around Derek Paxton has a perfectly clear picture of the (lack of) quality. That's because they read customer complaints and play the game themselves. I guess that developers are assigned to the team only if they have no more "serious" work to do. (This shuffling of developers is a common cause for messy code.) And right now hardly anybody is available. They probably hope to gain some time. It's not that Stardock doesn't care for th

26 Replies 105,861 Views

On the tactical map, there is no uniform way to cancel an action (spell/skill/item), like pressing ESC, and sometimes it can be really difficult to succeed. If it is a ranged attack, you may be able to target an enemy unit which is out of reach. You get an error message and you can try again. (Actually this behavior is inconsistent. You should not be allowed to execute an illegal action, and in other places the left-click is just ignored.) Sometimes a right-click will cancel t

16 Replies 91,960 Views

I bet you can find them all on the net. (Funny to imagine that someone would rather spend his/her time with Google than play the game.) I'll go with DevildogFF (reply #10) and others. @Mistwraithe: You certainly played more different games than I did. Poor fellow. I won't ask you about them...

26 Replies 105,861 Views

This one is rather funny. After a Spell of the Making victory the game still inquires how I want to specialize a city. In the screenshot https://www.dropbox.com/s/kaonbeatsp9hxcb/2013-01-03_00001.jpg the dialog hides the credits screen.

0 Replies 2,513 Views

I wonder why no reviewer so far (and I read them all before I decided to buy the game) mentioned how buggy the game is. In fact it is the buggiest game I have ever played. From the game engine to the user interface, from trivial data structures like lists and queues over basic functionality like saving a game to more advanced problems like connectivity checking and pathfinding, no (technical) part really works as it should. The artwork is quite good IMO (probably not 5/5 though) and t

26 Replies 105,861 Views

The city list often takes inexplicable "shortcuts" when it has grown large and I use the [PageUp]/[PageDown] keys to cycle through it. Some cities are simply left out, and their number seems to increase the more often I complete a "full" cycle. I have noticed also that sometimes the city list on the Govern > Ledger screen is incomplete. It is hard to be certain because the list is ordered differently (which is quite inconvenient) each time I bring it up, but I am pretty sure about

1 Replies 3,180 Views

One does not need to wait for the next turn, it often helps to select another city, group etc. I do not know what exactly triggers the update of the screen image, but it is definitely not up to date at some points. On the other hand, the problem is not only visual. I have observed the following (which, unfortunately, I cannot back up by a savegame or screenshot): Spurious unrest in a city because it claims not to be connected to the capital. (I even believe that this wa

3 Replies 4,308 Views

Apparently the planned move is always executed (i.e. without save and load) if the destination is a certain notable location or monster lair. I guess that this in combination with the above reply #3 "explains" what happens: An army is pulled onto the destination if that was its planned move regardless whether the destination tile is vacant or not. Fortunately, in the original posting and replies #1 and #2, the destination tile was cleared in time because of a

11 Replies 9,070 Views

Poor program design - that's my impression too. The basic rule engine is not encapsulated/isolated in a module. Otherwise it would just prevent such things and the AI would get an exception when trying. (Not only the AI, as my off-topic savegame shows.) Visible indicators and details screens do not always reflect the current state of the game because they are updated only on certain points. (Software developers note that the so-called observer pattern should be used instead.) Too much (in

5 Replies 6,602 Views

A savegame? That's not so easy because I started to post bug reports from a second computer. [e digicons]:grin:[/e] The turn-around times are considerable... Here is one when I just conquered the city: https://www.dropbox.com/s/6umdlqr55fbxeqk/saffara_conquered.EleSav. Perhaps I could dig up an earlier state of the game too. Off topic: My favorite savegame is the one where an enemy drake's army and two of my armies are on

5 Replies 6,602 Views

This case is even worse. When I was reloading the game after a bug report, the infamous execute-planned-move bug hit again. Three of my armies attacked a(nother) dragon sitting on a monster lair. I pressed [cancel] three times and this is what happened: Two of my armies ended up on the same tile as the dragon! This definitely deserves a screenshot (or even three, cycling through the stack): Group 1 of 3: https://

11 Replies 9,070 Views

After I converted a wildland area, one of my opponents (Yithril) sent in a pioneer to found a city. When I looked closer, it turned out that it occupied exactly that spot where a dragon cave had been before. How is that possible since there was no grain/materials/essence marker on that tile? When I conquered that city, the tile obviously contained two things. One mouseclick selected the city, the next selected the dragon cave and so on. It turned out later when I had researched the ne

5 Replies 6,602 Views

A related case: One of my armies went in to kill a dragon sitting on a dragon cave. After the battle, a bystanding army of mine had moved onto the now empty tile. It must have used a movement point while I was busy spending the gained experience to level up my victorious units...

11 Replies 9,070 Views

I have never seen this text before because I always relied on the tooltip and double-clicked on the tech. It is only through your explanation that I discovered it. Which means that a hint like "repeatable" in the tooltip would be desirable.

8 Replies 7,803 Views

May I hijack your concern in return? Of course we need information when we have to make decisions: When leveling up a city, I may want to look up the city details. (*) When leveling up a unit, I may want to look up the unit statistics. (*) When deciding on an offer, I may want to consult ... - what exactly? There is no single screen which summarizes the necessary information. The UI should provide for this. (*) In both

8 Replies 4,933 Views

In the following saved game, Refined Economics needs only one more turn to complete: https://www.dropbox.com/s/np4ljkvmn11hajf/before.EleSav . Next turn, I get the usual message (among others) that Refined Economics was researched plus the question what to research next. But the research screen does not know anything about Refined Economics and I can select it again: <a href="https://www.dropbox.com/s/1szb25hq3i1pock/after.E

8 Replies 7,803 Views