There was a patch that came out a few hours ago. I believe I'm playing .981...but let me check :)
Napean
@Gaunathor - After reading your post, I do remember early game Magnar had meditation on this city as well.
In the saved game, check out the mana production for the settlement Resoln's Might. The settlement detail screen shows two figures: the displayed total mana output reads 1, but the tooltip shows 3 (from the apothecary). Empire-wide mana income also reflects only 1 mana (the other three are from Hagudst). Don't know if it matters that Resoln's Might was recently conquered (used to be Magnar's Imperium).
See link for screenshot
North of Hagudst is prime settlin' territory (would make a good fortress). Magnar goes through the trouble of marching to this site to build an outpost instead? Especially considering that I just established my second city, and am Magnar's closest neighbor, I was sure he'd put a city up there. The only reason I can think that he didn't is that the city isn't contiguous w/ his capital, but that is a rather poor reason... To boot, I can still get
Not much to say. Hadn't even founded a city yet.
[quote who="Supreme Shogun" reply="20" id="3233971"]Clearing monsters is something that should be done before settling. [/quote] [e digicons]:yes:[/e] I agree. The idea of forcefully taking back the land is cool. I'll try my next game w/ more wildlands and monsters. As an aside, the setup customization screens are brilliant. So much of the "balancing" that we're always demanding can be adjusted to personal taste now.
This has happened a couple of times. The faction power window will move partially offscreen (right-hand side).
Attached is Dropbox link. West of Hagudst is an invisible outpost and a water shard (you can see the lighting effect, but not the rest of it). To be more specific in location, I have Rahelle's army right next to the outpost. Water shard is nearby.
Oops, clicked wrong quote button. Someone censor me :) As an academic, I guess I should post a retraction/correction/something; so, here's the quote that I agree with, with proper attribution: [quote who="NorsemanViking" reply="6" id="3232355"]Production nerf is great.[/quote] Still agree with it. Early game feels good to me. Like early human history; there wasn't a lot happening on the scale of ordered cultures interacting with each other.</p
[quote who="Glazunov1" reply="5" id="3232354"]Production nerf is great. Now there is more a hard choice what to build[/quote] Agree completely. I am much less cavalier about sacrificing spearmen and settlers. The pacing change also nixes the settler spam, and actually gives you time to explore the world early on with your sov and heroes. More in keeping w/ lore and theme of game. Regarding the other stuff (not building cities/units, owning the
Agreed, beta 5 is a gem. Game setup options are great, letting you pre-define the type of game you want to play. The pacing early game is great. At first I balked at 14 turns to build a pioneer...but then it really let me focus on wandering my soverign around. Also made that first, hard-earned settler more important (high replacement cost). Kudos on the whole effort so far. Will keep playing and hopefully post a bug or two...
Agreed, the game init options are great. More players, more Kingdoms - make me squirm a little.
Well, just finished a game where I made it to Sector 5. There are so many ways to die in this game! I had one exciting episode near a star that constantly set my ship on fire. With only two crewmen, it took me ten minutes (real time) to juggle repairing the engine, restoring oxygen, keeping my guys alive, and getting a pilot back up front to make the hyperjump. Just loving it! Now, if a Star Trek mod could be made...
Looking forward to EU4, been playing since those early, painful days of EU1. [quote who="Glazunov1" reply="2" id="3208362"]I love EU3, but I have to admit it can be a little dry. [/quote] I agree. I love the concept and execution of EU3 (fully expanded), but it does not have the immersion factor of CK1 or 2. If EU4 can fix that, I don't think I'll ever need to buy another game again :)
Chanced upon this one today. As an avid sci-fi fan, this game is just wonderful. You command a ship on a mission across space, doggedly pursued by the evil Rebellion. Along the way you mostly fight other ships, but there are text-based missions (ala Space Rangers). Combat is real-time, but not in an arcade sense; you select your weapon's targets, your crews assignments, and includes genre staples such as power distribution and subsystem targeting. Your ship c
[quote]And frankly it would be greatly more enjoyable if it stops being so damn coy about what it is and starts properly fleshing out the RPG side of things which is currently way underdeveloped and lacking in polish compared to the TBS aspect.[/quote] Here here. Couldn't have said it better.
[quote who="Fulgrymm II" reply="26" id="3227066"]It just occurred to me that he's probably asking this so he knows which setup to make impossible for us to have.[/quote] You know there's trouble when the warden asks "what's your favorite meal?" :) Hopefully Beta5 will more rigorously enforce settlement specialization, providing compelling reasons to not go 3/3/2 in some cases.
3/3/2; gotta love the essence!
[quote who="Nasarog" reply="20" id="3224261"]Yup. I doubt most of the people attacking Brad actually read the document.[/quote] Here here. All trolls aside, I hope the truth prevails.
Just registering my support for the studio. Hopefully the plaintiff doesn't get a dime. If she does, let us know; multiple copies of FE can be purchased to help with legal bills :) As far as the other posts concerning getting both sides of the story and what-not; valid point. Criminal misconduct should be punished, but at this juncture, until the court rules, I'm backing the studio. Just my position, fault me for it if you want. Your office is too
Got it for free painlessly. GREAT PROGRAM! I'm no pro or anything, but the brushes and effects are great. Just did a great little watercolor.
Best three: 1. Theme and game-style: turn-based fantasy strategy game. Enough said. 2. Lore. There is potential here, hopefully the campaign (and Brad's book that I haven't read yet) will flesh it out. 3. Settlement leveling and specialization. Brilliant! Bottom three: 1. Unit design. There's not enough variation (in my opinion) to warrant a lot of unit specialization. 2.  
[quote who="j_wl_b" reply="21" id="3219280"]"...Give monster lairs a zone of control(ZOC). Make it so that cities and outposts can not be built within a monster lairs ZOC. The monster lair must be eliminated before cities and outposts can be built there. The game should start out with a monster protecting the lair and every x turns the monster lair would spon a new monster. The newly sponned monster will wonder within the monster lairs ZOC and will attack anyone that enters the ZOC. The origi
[quote who="seanw3" reply="10" id="3218872"]The current design scheme is to have population benefit you on a per level basis. That is fine, but city levels are nigh irrelevant.[/quote] In complete accord with you. I love the city leveling mechanic (that is what pop is for now, aside from a couple of spells), but the rewards need to be tweaked. A while back I suggested trade-off buildings; an Enclave may be able to get that +1 Essence buildin