[quote]In non-campaign games, you need to click on the resource surrounding your city that looks like a fertile field. There should be an option to build a farm there. To put it another way, you don't build farms from a city's build menu.[/quote] I've been unable to lcoate the menu/option. Where is it supposed to be?
LDiCesare
It sometimes happens to me. Some fireballs are invisible, some are not. Don't know when exactly they decide to show up or not.
I had the same problem in 1.0 when zoomed in. Not tested in 1.01 though.
I moved an army to attack an opponent. As a result, both armies seemed to occupy the same square, and it looked like there was even a third one there. Not clear at all. I theen ordered my stack to enter city, and game crashed. debug.err here: http://dl.dropbox.com/u/8046784/debug.err Sorry, I couldn't locate a crash dump file in the c:\programdata\stardock\... folder.
Lots of new seed maps is still not a good answer. Ability to create random maps would be better. I've played hundreds if not thousands of civ games. If I play 10 elemental games, and if they produce 100 seeds (right now it's less than 10 per map size), the probability of hitting a map twice is around 40%. for 20 or 30 games, it's going to be too big to be acceptable. With a game like Civ IV, the number of seeds is around the billion, so the likelihood is so near zero that there's no compariso
Try this: Research magic. Summon a fire giant. Now, you whould have won the game given current ai.
There is too much zooming to my taste in tactical battles. When you have 2 or 3 archer units, you get one of them automatically selected, so zoomed on it, then scroll to get to the enemy unit, maybe scroll again becasue the nice card popped up and masks the units, click the unit and shoot (zoom on archer, follow arrow - zoom 1). Then, another unit is autoselected, zoom back there (zoom 2), must scroll, select click again, shoot (zoom 3). Then next unit, say, your prete
It's a feature. When you research a bit in the military tree, you can build gangs of units, so 1 unit is actually 1, 3, 7... men inside a single unit, with aggregated stats.
The hiergamenon shows the technologies. It's great. I want to know how to make ships. So I go there, browse, and find Seafaring. Unfortunately, this piece of info is worthless. I have no idea what tree I must research to get it. Is it military? Or trade related so I should seel it in diplomacy? Or where? Technologies MUST show their tree and prerequisites if any in the Hiergamenon. As it is, the tech hiergamenon is not very helpful.
As of now, I think a random map generator would have to be an external program. I'd love it if Stardock at least provided us with an explanation of the map file format, as I lost what little retro engineering I had done when they closed the beta forums.
I ran my first Elemental game, as Procipinee. I have researched fire dart, and bring with me Muvueratha the worthless, who has a dagger and attack 4. We solve a quest (read, I kill 2 goblinoid creatures with fire darts). We then attack a wolf, which we (read, Procipinee alone again) kill too. I may have selected Muvueratha at that time. Or clicked somewhere in the tactical battle window. Not sure, as the screen changed fast: We got the level up stuff.</
I'll rant a little too. Stardock should open the map generation to modders. Firaxis did it with Civ IV. Hell, they even hired someone (Sirian) who knew what map generation ment to get it right. Apparently, the map generation has been 'toned down' because it was slow, and because the random fractal maps are not balanced. Creating a map isn't slow if you do it right. Sorry Stardock, but your maps don't have more on them than those of CivIV so if generating them is slow,
[quote]I remember tales from CIV players about starting on 1-square islands...[/quote] This couldn't happen in Civ IV however (well, on most map scripts anyway) because there's code to look up for a decent landmass to put the player on. Some might manage to get blocked by peaks though.
Saying it's fair to pay 22 in Poland and 30 in Western Europe is quite mind-boggling. Why does it have to be more expensive in Germany than in Poland? And how could that be fair? It's just milking German, French, etc. because they have more monehy to spend in general. Stardock's pricing of one price everywhere is the fairest one. Now the price may be too much for you, but that's another issue.
Great. The lack of competition from the ai in the beta was the most painful thing in said beta. Code it up to the point it can kick ass, Brad.
Get rid of ALL tiles. I only use the cloth map anyway. Seriously, the tiles CAN be delayed until later, and you can use the cloth map until they are available.
The best thing to do is to make a Civ 5 mod for Elemental, and pretend Civ5 is just a mod of the game. There's this slight hexagon issue, but apart from that, it should be feasible.
I've run into a few issues with rivers: 1 - They don't seem to merge. It's impossible for me to have a river flow into another one, so no Mississipi plains map. I haven't been able to create a delta either. 2 - When you delete a river (by clicking river again), you can never put another river here, which means you'd have to reload the map in case you made a mistake. 3 - Rivers don't show on the cloth map.
[quote]It’s a pretty specific case but holy cow, can you imagine if the game came out with that?[/quote] Actually, Civ IV went out with worse problems. On many ATI cards, the screen was mostly just black. I managed to play my first games before it was fixed by drawing a map by hand and keeping the paper nearby as I managed to see some of the land. Units tended to be fine though... Now sleep well and don't dream of AI's too much.
[quote]Westeros is long and tall. Different map proportions would be useful.[/quote] I think you could save an empty map, then edit the xml to alter the shape and reload it.
Well, I'm currently thinking of just running with 'Cloth map only' mode because it's so much more convenient... Still, tactical combat uses the lighting I guess?
Apart from features that should get better as Stardock polishes the game (tactical battles, spell variety), I think there are 2 important features that MoM had and which EWOM misses. The first one and least important is the ability to move from one world to the other. It expanded the exploration phase a lot, and Myrror, sparsely populated, was a great place to adventure in. The second one and most important is the forging of magic items. Being able to design your own set of ar
Right now I agree the ai is unable to do anything worhtwhile. It needs to learn and be aggressive, needs to learn tactics too. But give Brad some time to code it.
Since the game won't be at retail in Europe, it would make little sense to translate it given the costs and market sizes. Unless Quebec players are more numerous than I'd think.
Shame on you, you didn't put Dominions 3! Out of the box 687 spells. Plus those of the new nations and those added in various mods, the reesult was the following change by the developpers: 22nd July 2010 * Modding: Maximum number of spells increased from 1200 to 2000. But the real issue with spells in Elemental isn't the number but the variety. There's a direct attack spell in each school. Since each predesigned sovereign has access to all the elemental s