RentheUnclean

RentheUnclean

Joined Member # 655918
8 Posts 15 Replies 8,470 Reputation

I have built a harbor, although i don't see it near the ocean, and my ship will not leave the town. When does the diplomatic victory come into play. Its just me and 1 computer left and we have all the treaties and non-aggression pacts. Ren

1 Replies 1,991 Views

I have been unable to move onto former water spaces that I raised up, and all my units path around them. I have tried doing a 4x4 patch and still cannot move through the area. Ren

1 Replies 3,078 Views

If you choose the ability where you start with a premade town, you cannot harvest food. Even if you have food producing areas within your realm and research Civilization (starts with Advanced farming) but you seem to lack the origional "farming" tech (ie. researching farming simply gives you farming improvments but 0 actual food are produced, presumably because +10% of 0 = 0) Happens everytime I start a game with this advantage. Ren

1 Replies 1,142 Views

I'm still downloading the latest version but here are some grognardish ideas. Various weapon types should give various advantages beyond simple damage. Clasically Pole weapons trumped cavalry and swords but were susceptible to archers or being flanked (until you get the Swiss Square formation). Archers were weak but cheap troops, very susceptible to arcery (up until crossbows and Longbows which were the "atom" bomb's of their times). Cavalry was fast but until you go

274 Replies 393,014 Views

Concerning the ranged combat, I'm confused why you have a tactical weapon acting on a strategic scale. I can see that with magic (you have limited casters, ammo limitation with spell points, etc) but adding in a ranged combat seems very unbalanced (on the strategic scale). Its also potentially very unbalanced unless you are going to start limiting it with ammo, resupply, etc. Magic has built in limits, right now archery invites spam for strategic attacks (which based on the

30 Replies 63,635 Views

There is a logic gap with Shards and magic specialization. Unless you are going to guarantee a shard of the chosen magic type being in proximity to a sovereign, its a crap shoot when you are choosing your magical specializations. Ideas 1. Allow magical mastery to be choosen AFTER finding a shard (ie. start with 3 generic slots to be choosen later). Could create suspense as you try to decide if you commit a slot to the first shard you find or hold off and hope

98 Replies 265,939 Views

The troop photo is all white like there is severe glare. Changing troop backgrounds slightly changes the few dark pixels visible but its all whiteout. Here's the pastebin of my dxdiag (Not really sure what I'm doing but your insructions say to post it on paste bin) By elemental graphics, unabl... on the 13th of Mar 2010 02:28:20 AM Ren

1 Replies 950 Views

Well I have to say I'll miss Frogboy's posts. As a doctor I've enjoyed the little glimpses into how games are made. I don't understand too much of it though, so I generally keep my comments to general ideas. In the end, if there is a fireball shooting across the screen, I don't care how you program it. I do empathize with your frustrations with people on the internet. In general, people suck on the internet. The lack of body language and the anonymity lea

183 Replies 646,971 Views

Well, given that miliary training is teaching you how to deal with Mass Kill situations, I don't know why Magic death is so special. Depending on your scenario you could have anything from personal talismans to activate in defense, minor cantrips the troops memorize, etc. Or it could be as basic as taking cover when you see lightning clouds or "always shoot at the guy with the pointy hat and stick" Unless you have a simplistic assumption about magic (it always works

26 Replies 28,966 Views

Just thinking some more, the Random techs are perfect for Quests. Say each level of Questing tech opens a rumored powerful tech or item (magic superfast exploding crossbow), after you successfully research it (again sort of like Sword of the Stars situational tech projects that let you take over neutral cyborgs) you find the location. Then you have to get to the location and beat the guardian (giving you exp and a neat tech or even tech tree like Unicorns). &nb

96 Replies 257,492 Views

I agree the current system isn't very good. I loved the sword of the stars system but the UI was difficut for tech. Not only were the tech's relatively random (and there were usually 3-4 variants for any strategic bottlenecks like antimissile defense) but you didn't know more than 1 tech ahead of what you were researching. So every discovery was exciting as you rushed to see what new tech branch you had opened. Now there was a core set of vanilla techs that

96 Replies 257,492 Views

You fixed the graphic problem for my action bar at the bottom. Everything looks good except Unit in the design unit area are all whited out (changing background or unit shape doesn't change the amount of white out). I actually got a sense of an economy! I could see unit costs and income!!!! No idea what trade does though. Any reason every town has a "create road" option (ie. doesn't seem to cost anything so I just activate it on both ends). Any re

2 Replies 1,506 Views

Seems like you could make the forest/river/moutain spaces usefull for your resoures. Ie. just having a Mountain hex in your city radius gives you a small Metals production. Throw in some occasional Special Metal areas for bonuses. This way even non-owners of the Special hex can make up for it by building cities with lots of the underlying terrain bonus. Don't forget that the Mana stuff is also likely to be the Critical resource. I'd also worry about

95 Replies 660,129 Views
Reply to BETA woes in War of Magic

Yeah, be happy it runs. I'm out until the next build because I have to use the familytree work around just to get past the intro screen and then its a weird version of the game where your units stick to enemy borders. But it looks like it has potential! Ren

12 Replies 9,514 Views

Yeah, I think the FamilyTree work around creates a totally screwy situation. Esc doesn't do anything and I usually can't find the options button. I'll probably have to wait until the next build before I can truly start helping with the Beta, since I'm not sure if what I"m seeing is bugged or just screwed up due to the work around. Ren

6 Replies 2,356 Views

Esc doesn't seem to bring up any options for exiting the game. I can't find any mention of an end game button. I'm having to break out to Vista and shut the program down from the toolbar. Ren

6 Replies 2,356 Views

Ok, I finally got to play the game using the delete Familytree workaround. So that took care of the Crash at start up part. Graphics - The sovereign Action plate is all distorted. I can see all other tray options but the Action tray is cut off. If I leave the mouse I can see that there are some actions underneath the blank area (build city, auto explore). My screen is occasionlly flickering white as well. Items are invisible in the item tray although I ge

3 Replies 1,728 Views