Great ideas. If I think of anything to add I will, but you've about covered it! [e digicons]k1[/e]
Dagwood
First, let's remember balancing isn't completely done. Second, I mostly disagree with the OP. Yeah gold is scarce in 3c at the beginning of the game, but it should be. I (like ddd888) ended up with 30-40K+ gildars and taking over the entire (large) map in two of my games...my gildar income was around 150/turn by game's end with 10-12 cities.
Load save, move to North/NW 3 spaces into the highlighted quest location. Will ask to either Go To Spell Book or Level Spell Book, choose the first. After winning battle, CTD. EDIT: need to move a few spaces, not one : Also need to chose Go To spell book just before combat.
Having the same problem trying to equip a quest item on my sovereign (Azur's Armor) See here for screen shot, saved game, and sovereign xml
Nice find.
I have verified this 3 times now. Attack the brigands adjacent to my party's position. Use tactical combat (not auto resolve). I used my firebolt on each enemy to win the combat. Crash after combat. EDIT: Use the auto save file not the named _working_dont_use one. Once the auto save is loaded you'll have to move 2-3 spaces N/NW to encounter the brigands. I tried to save a game when I was directly adjacent, but when that file/save is loaded (_working_dont_use), the prob
This idea has merit. Alternatively, since the known spells are automatically shared across all casters of your kingdom, they could require your caster to reach a player level before attaining the spell level. This would also slow things down somewhat and make spell learning tied to sovereign experience. I don't have a preference, just putting out another idea. I agree something needs to be done to limit game-ending spells early in the game.
By "stack", do you mean party or groups within a party? The former can be accomplished by dragging the object to the circle icon representing the character at the bottom right. I have no idea how to do the latter, but I thought only trained units could be in a group within a party anyway, so I'm not sure what why this would be really necessary.
Ahhh, if only....
I have the same issue... I previously didn't have to uncheck that box since the /w command line parameter seemed to be the only thing that was necessary.... Maybe it has something to do with the resolution size now, since this is now defaulted to my monitor screen size. Playing with that setting did affect the window size. Maybe a dev can elaborate on how this all works now.
[quote who="Frogboy" reply="68" id="2682202"] Quoting Sir_Linque, reply 59 Quoting psychoravin, reply 56I'm not fearing city spam so much now as I am fearing city GLUT (spreading out so far all the cities are touching one another or nearly.) What's the use of pioneers when all you need to do is expand your borders? Pioneers probably become obsolete now. Except for founding cities, of course. That's all Pioneers do now too. Found cities. [/quote] Are ther
[quote who="drakkheim" reply="81" id="2682324"] Quoting Murteas, reply 77 I have to admit, that even after seeing your responsiveness over the years on several games, it still amazes me. As a software developer though, I have to say that it must be painful for some of your employees to see you sift through the forums and then schedule a 'design meeting" - "Oh no!!!!! Brad is coming with more ideas from those stinking forumites - Can s
[quote who="Austinvn" reply="28" id="2682824"] I saw an awesome solution to the shard/spell book mismatch problem, which I'm going to steal shamelessly because I can't remember who said it first: Spell books could each cover a certain kind of spell - direct damage book, buffing book, summoning book, etc - with each book containing appropriate spells of all the different elements. So you buy the Evocation Book (direct damage), and whichever shard you get makes an appropri
@Reianor - we clearly just have a difference of opinion on this. By your logic, why even bother having to learn spells at all? We could just spend all arcane knowledge "leveling up" the spell books. Then get all the known spells for each level of each respective book we choose/find. The only limiting factor on use would be by shard/essence/mana requirements. That's certainly an mechanic I've seen implemented before, and I'd be willing to see how it plays, but I think it cheape
[quote who="Frogboy" reply="16" id="2681846"]You're using Essence in the way we use mana. Any unit is going to have some sort of mana cap. We use Essence as that cap. The player is deciding whether to invest their essence into their minions (ala Morgoth) or keep it for themselves (Manos).[/quote] Hey Frogboy, I see your point. I actually don't have as big an issue with the current Essence scheme, but something sti
This is a an interesting and promising direction on cities and resources. I can't wait to play 3B and see how it plays!
Once upon a time Frogboy wrote: [quote who="Frogboy" reply="4" id="2681433"]I would like to hear other ideas on essence btw. [/quote] Here's a take on Essence, Wisdom, and Magic that I probably pilfered in some form from some other more original forum member(s): I propose the following: In theory, I was originally a proponent of spending arcane knowledge to get to the next level of spell study... in practice (3A) I don't much care for t
Happens quite a bit to me too...I think this is a bug they will probably have worked out in the not to distant future.
I think I agree with Reianor on this.
Old Growth forests are dorked in this build, can't build on them...Harvesting should have given you the ability, but it is not working. Don't know about caravans...I just got my first game with 6 cities so I'll have to see what happens there.
Nice idea, I agree too.
Yeah, only folks actively following the beta would know this. Hopefully with the latest changes in 3A a player would choose to found the kingdom next to the fertile land tile they are placed near at game-start, but an additional pop-up informing the user of the importance of fertile land will probably save a lot of headache and time for Stardock post release. EDIT: or have Janusk advise about this as his first action.
Agree with OP! Great recommendations [e digicons]k1[/e]
My $0.02 - pacing has come a long way in the latest build IMO. I think troop building and magic can use a little more work, but overall I'm pretty happy with the time it is taking to do stuff. I guess I generally fall into the camp of making it harder to get/attain stuff (spells, army, good cities/resources, etc.) than letting us build all kinds of stuff 100 turns into the game.