Tiefling

Tiefling

Joined Last seen Member # 634913
5 Posts 35 Replies 238 Reputation

I have tried several things now to update to the latest version (0.981) but nothing seems to work for me. I have re-installed 0.75, regardless of whether I re-applied subsequent patches or not, the install of 0.981 fails - the other patches work fine. The drive or name of the install directory also do not seem to make a difference. And I have tried running the installs as administrator. I always get the same error. It does identify the location correctly but claims

0 Replies 1,557 Views

I have done this a couple of times now... I accepted the quest to kill bandits at an inn. I went to the bandits' camp. I killed the bandit and the wolf using spells with one hit each. The tactical battle was basically finished and the game crashed to desktop.

0 Replies 785 Views

It was the sovereign's territory, not foreign. I have had one issue later today which was even weirder. Sovereign would not move, even when given a location manually. I had to manually take a couple of steps back and re-issue the move command. This was when sovereign had to move diagonally between two bodies of water (if that helps). It worked after moving him back and re-issuing the command. I will try to reproduce tomorrow. Might be difficult though...

9 Replies 2,428 Views

From the game I was playing I returned to the main menu. Instead of "Resume Game", I selected "New Game". I selected similar parmeters as for the first game. When the game started, I was presented with a blank map. <img style="vertical-align: middle;" src="http://www.screencast.com/users/Tiefling/folders/Jing/media/93ce5589-a795-4792-be06-ff4b906a

3 Replies 1,307 Views

My sovereign was set to auto-explore. Just a few turns away from the home city she suddenly got stuck. She just would not move. After about 20 turns, I moved her manually, after which auto-explore resumed.

9 Replies 2,428 Views

I don't really like the ideas of governors. It seems to put an arbitrary limitation on the number of cities you can build based on luck. It also sounds like you would have to shuffle governors around on a regular basis as your empire grows. What happens if you want to build a city in a newly discovered strategic location but haven't got any governors left? Do you have to give up other cities? That will get annoying very fast.

247 Replies 545,356 Views

[quote who="psychoak" reply="112" id="2546621"] Proposal 1: Each city has a "food footprint." This is much larger than a large city itself, and larger even than the proposed +3 radius for harvesting resources. Each type of terrain then produces a certain number of points. The best types of terrain are plains and rivers, lakes/forests/coast are medium quality, and mountains/deep ocean are worst. The size of a city is determined by the number of points in its foo

247 Replies 545,356 Views

[quote quoting="post"] When a player starts the game, they have just their sovereign. If he (or she) dies, you die. You will want to build cities near fertile land which, in Elemental, is relatively rare. Fertile land is designated (for now) by a green and yellow flower tile. [/quote] I am wondering about this having to build on fertile land thing... Although I understand that this makes sense within the story of the game, it seems like a fairly arbitrary

84 Replies 170,924 Views

This sounds interesting. What I would like to know is... once I have built my first keep and city, can I still move my channeler around? I assume he could be my most powerful unit in the game, so does it come down to the choice of putting him in the field and risk him getting killed rather than leaving him at home where he is presumably a lot safer? Or are there other penalties for moving him from his home?

64 Replies 188,592 Views

[quote who="Tridus" reply="7" id="2226295"]Here's a question regarding people as a resource: can I return them? If I raise a peasant army, can I later disband that army and tell the peasants to go farming again? [/quote] Of course you can. But they are soldiers now, so they have to undergo some rigorous peasant training first ;)

126 Replies 382,050 Views

[quote who="Scoutdog" reply="8" id="2222582"]According to this post, the large maps are 224 by 110 tiles wide.[/quote] The post also mentions that in the 64bit version of the game the maps could potentially be bigger than that.

47 Replies 106,941 Views

[quote who="psychoak" reply="2" id="2226713"] I don't doubt that Stardock has smart people. Not intentionally perhaps, but they've already stated that the AI wont over-ride your decisions. [/quote] True. But option #3 as described doesn't give you direct control. So there are no decisions to override. The AI will handle it as it sees fit. [quote who="psychoak" reply="2" id="2226713"] I'll want to be able to manually redirect to a safe rout

565 Replies 1,540,356 Views

[quote who="Ellestar" reply="23" id="2225623"] Effect of workers is relatively local [/quote] That's debatable since when I set my workers to auto in CivIV they usually whizz off to the other end of the continent [e digicons]^_^[/e] [quote who="Ellestar" reply="23" id="2225623"] You don't control that many resources even in economic simulators, and even there they're being management mostly automatically (generally you only build resource-converting bu

565 Replies 1,540,356 Views

[quote who="STARS6337" reply="18" id="2225527"] Going back to my Civ4 point, I think you will see that most people put the workers on auto-pilot. Sure they get stuck and spend a gizzilan turns building a farm and then a mill while the city is constantly switching in and out of stagnation , but it is done because micro'ing all your workers in civ4 is a pain in general and the workers can usually do it better. The Cities in Civ4 also love to select the wrong plots to use. If you ar

565 Replies 1,540,356 Views

[quote who="psychoak" reply="15" id="2225370"]I'm pretty sure Stardock is smart enough to have supply lines reroute further shipments around an enemy force.[/quote] I don't doubt that Stardock has smart people. What I am saying is: Everbody is different. And so people will have different ideas about what the right decision is given a specific situation in the game. With little control over what the AI does in such a situation, its decision can only please some people and possi

565 Replies 1,540,356 Views

[quote who="pmaxwell" reply="23" id="2224165"]Camp #1 is awful. The problem does not arise when you're building your elaborate net of interconnected transportations and caravans, but instead when some ugly interloper takes up residence at a point which cuts your supply chains.Once you have a detour for the caravans worked out, it may make more sense to send them somewhere other than the city they were initially supplying, and then the cities that were being supplied from the origin

565 Replies 1,540,356 Views

[quote who="PaulNick" reply="16" id="2224039"]I must confess that I haven't read all previous replies, but I place myself firmly in the 'simplicity' camp. I have played quite a handful of magic-fantasy TBS, and, in my experience, any economic aspects above barebones are more of a hindrance/annoyance rather than a feature. Afterall, the game sets you up as the sorcerer-king of Draj the realm, not a Microsoft Project Manager trying to cram as much work before the end-of-fiscal-year reports. You

565 Replies 1,540,356 Views

[quote who="pigeonpigeon" reply="9" id="2223536"] If option 3 is implemented, there should definitely be settable export floor (ie. if city has less than X units of resource Y, do not export). Really, I think the indirect control inputs (like presence of a certain building, training or building queues, etc) should be general guidelines and easily tweakable. However I think that more often than not they would be perfectly sufficient for everyone but the most obsessive people, especi

565 Replies 1,540,356 Views

[quote who="Climber" reply="8" id="2222381"] Camp#4 is no good. Way too much micromanagement. Every city can produce all kinds of MR. Those MR will all need to (micromanage) caravan to the barrack for unit production. [/quote] That's not the way I read it at all. The way it is described, you do not have to manage caravans. Everything that is needed to build troops is processed in the city -- no caravans needed. Caravans are just used

565 Replies 1,540,356 Views

[quote who="Denryu" reply="6" id="2218953"] Good point. Maybe each town has a resource list where you set None/Normal/Priority for each resource that it has the capability to use... [/quote] Ah... Now I remember what this reminds me of... In the old Impressions Games city building games (Pharaoh, Zeus, etc.) each warehouse had a setting per resource which was 'store this resource', 'don't store this resource' or 'move resource out of the warehouse'. The la

565 Replies 1,540,356 Views

[quote who="DrGuppie" reply="25" id="2218809"] Resources should be flowing to where they're being used, not to where they aren't, in option 3. I would consider it a bug or a flaw in empire management if resources are somehow going someplace that you didn't want them. [/quote] OK, maybe I should have expanded a little... How does the game know what I want? Just as an example, I may want to train pikemen in town A and soldiers with swords in town B.

565 Replies 1,540,356 Views