Yeah, I still get this issue as well. If I save and reload, it temporarily solves the problem. However, this issue happens so frequently that I just play with my "ghost cities." Hopefully, the devs are working on a fix for this.
TS22
Same thing here. Also, I don't think the wildflower tile is giving the right amount of prestige. Meaning, you only get 1 prestige for the wildflowers, yet it costs a whopping 50 materials and takes 8 turns to build. The prestige number should be increased to reflect this higher cost.
Ok, that makes sense. Thanks!
Would it be possible to change the skin color of the units within the "unit design" screen? I wasn't sure if this was planned, but since we can have, for instance, a custom green color sovereign, it seems logical that we have the option to make the soldiers skin color green as well.
[quote who="Juggzor" reply="9" id="2655870"] Just FYI Elementium ore/bars are already in World of Warcraft. It's an epic ore needed for crafting Thunderfury - legendary sword. http://www.wowhead.com/item=18562[/quote] Thanks for the info, I had never heard of it in the fantasy genre. I suppose it is Stardock's nod to WOW.
+ New rare resource: Elementium - required for some very rare equipment + Removed Ale from the game (thanks ESRB...) Elementium? Is that like Unobtainum? How about just calling it mithril? Unless, of course, mithril is already in. Perhaps adamantium then? I am surprised about the “ale” issue. Ale could refer to alcoholic beverages, ginger ale, or similar beverages. Perhaps you could keep the resource in and
Yes please! I figure a clock would be in the final version but having it in the betas would be nice too.
Ok thanks! That is exactly what I was looking for. I assumed that it would be tweaked since it was a beta, but that's a great starting point for me when considering how to build/analyze units.
Title says it all, how is battle combat rating figured? The reason I ask is because I think there should be some easy way to calculate this from the player’s standpoint. If there is and I haven’t noticed, please let me know!
Yeah, I totally agree! I believe that these stats need to be tweaked. If I am shelling out lots of money and materials for the heavily armored units, they really should be able to last significantly longer than the lowly unarmored units.
I get the exact same thing, and I'm also on Windows 7 with 2gb ram.
Sweet!
I think there are two ways to approach this. First, I agree that sovereigns should be able to block major spells that are targeted at them and the army accompanying them. There should be a significant cost associated with this. Second, for your cities, I think there should be a structure that you could build to aid in blocking major spells targeted at that city. This building could come at later research levels and could have a s
Would it be possible for Stardock to add a few turbans to the custom sovereign screen and character set-up? This could be done as a cosmetic headdress, or alternatively, it could be added with bonus/magic properties. There are several historical figures to model a few turbans on, including Saladin and Sikh warriors.
I may be wrong, but I vaguely recall having this issue as well. I think it has to do with the timing of when Stardock makes the charge and Paypal's inability to handle the preorder. I ended up using a credit card for my order.
Yeah, that is what I figured. But Frogboy didn't mention it when he released the FAQ last week indicating that the Beta 2 wouldn't be that week. It would be nice to have it this week!
Just curious...have we gotten any confirmation that Beta 2 is this week?
Ok, thanks! I was planning on creating a list of city names from fantasy novels that I'd add to the file, but if there's no file, I guess I won't bother!
I believe Tridus is right on the money. I personally dig the art style. It’s a new and fresh change from other games. However, the issue is that there are abrupt geography “blocks” next to empty “blocks.” Using the example provided by Tuco above, one of the top blocks is filled with the swamp moss trees. The block is filled all the way to the edges. But most of the surrounding blocks are totally empty. There is no flow betwee
There has got to be a list. The names have to come from somewhere! My question is whether the game pulls from the list at random or just pulls from the first name in the file (like GC2).
Are the AI default city names coming from a text file like the “Stars.txt” file in GalCiv2? The reason I ask is that in GC2, there would be hundreds of stars, and each game had a different flavor by pulling from the huge “Stars.txt” list. For instance, on larger maps, you might not even see the “Skowbo” system. Seeing the same names every game would get repetiti
The creature editor, more than any other editor, is where I would spend most of my time. There is such a wealth of creatures that could be created based on myth, D&D, etc. I realize that Stardock would probably have to spend a significant amount of time to add parts, animations, and other stuff to make a viable editor. Ideally, it would work like the ship editor in GalCiv2 with hundreds of varied pa
Winner.Take.All If Stardock is still reading this, I’m definitely on the side of allowing retreat options. This is a standard and useful feature of tactical battles. I think a good solution is to allow a retreat option, but then the retreating team loses a certain percentage of units. Consider that loss the winning team’s continued attack on the withdrawing team. That solution penalizes the retreating team considerably, but still
I personally don’t like the idea of using actual units, whether it is special envoy units or actual heroes/family members. The Total War series used that method and it just gets bogged down late game with envoys all over the place. It’s too much micromanagement and lessens the “fun factor.” Similar to what was suggested above, I do like a point based system. A simple way to accommodate this would be similar to