I've seen similar problems since the first public beta, but to my great chagrin 0.264 seems to be making the problem/functionality more consistent. In earlier betas, losing coherence with the 1, 3, 7, and 9 keys seemed to be related to stacking up turns in a game. With 0.264, it seems like Num pad navigation is broken from the git-go.
Philocthetes
[quote who="psychoak" reply="129" id="2484757"]The main reason evolution isn't trusted? Evolutionists spewing even more misinformation than the opposition. [/quote] Girl, please. Can you give us even some fake numbers on that one?
I haven't seen this consistently and it hasn't annoyed me enough to post to fogbugz, but I've definitely seen stuff along these lines in every beta build so far. It doesn't seem to appear until a game is a hundred or more turns along and/or I have more than 2-3 cities and units on the map.
The UI needs to tell players what the terrain art (e.g. the 'fill color' stuff and vector effects like the mountain ranges vs. the new swampy-looking stuff) they see on the cloth map means in plain language. I can appreciate the need to limit the types of objects that show pop-ups on a mouseover, but I really hope the devs will remember that Microsoft-style What's This help was a really good end-user-self-teaching sort of idea. Even if Elemental ships with a good tutorial campaign, wh
Regardless of how the main UI ends up displaying the 'age' of a given game, I'd like to see the save/load context include raw turn number info. It might not matter to folks who love quick and/or multiplayer games, but some of us less competitive folks like to make 'milestone' saves, and it would be nice to be able to count on the UI to add simple turn-timeline info to whatever save name we might choose.
[quote]The problem with abiogenesis is that it's entirely unrelated to the spontaneous appearance of life, it's the spontaneous appearance of biological compounds. [/quote] The problem with many of your arguments is that you often treat adverbs and adjectives like they're tranny whores and you're a seriously badass pimp. Abiogensis is most certainly realated to ideas about the spontaneous appearance of life. But maybe your selfish gene is showing and you're not willing to give a mere
[quote who="DoomBringer90" reply="116" id="2484546"]I present Abiogenesis.[/quote] Yay for that link! I knew about the general area, but didn't know that discipline name. Bonus: the page introduced me to "Ga" as a unit of time, 1 billion years. Hopefully it won't take too many decades for Stardock TBS games to handle Ga-level timescales...
[quote who="VicenteC" reply="40" id="2483603"]... Well, in computer RPGs few cities is also a question of assets: it's expensive to build lots of cities. But in fantasy novels, you can check Dragonlance or Forgotten Realms, those worlds have maps with cities, towns, castles, temples, ruins,... everywhere.[/quote] I quit reading modules for the most part in the mid '80s on account of being lucky enough to know refs who liked to write their own stuff. My fantasy novel thinking is probab
[quote who="Denryu" reply="5" id="2484385"]The problem with different government types in games is rather than exploring how different government types actually function, you really get the developer's opinions of the different government types (they don't simulate; i.e. you could not tinker in such a game and come up with an ideal "real world" system of government.) So all you really end up with is the developer's selling you on how THEY feel about various types of government. ...[/quote]</p
I had a wacky idea that it was just a matter of time before the functionality got added. I can't think of a good reason not to have it in eventually. (Re lack of responses, might be that more folks look at Elemental Ideas area for suggestions and only look at the Beta thread when they want to post a bug or check other bug posts for details.)
OK, I chimed in from 'there are no computer RPGs' crowd earlier. But I've been reading this thread with great interest so far, and I finally have a question for the folks who know lots of computer RPGs: You've all named a bunch of cities, and sometimes more than one city per game. What was the largest number of cities you remember from a particular game? I'm asking a sort of 'blind push poll' question here because I expect to learn that in most computer RPGs, cities are not nu
[quote]As for real-world proof, see http://en.wikipedia.org/wiki/Methicillin-resistant_Staphylococcus_aureus. You'll note the standard variety of staph is still around, even after the resistant forms evolved.[/quote] You're forgetting that Wikipedia isn't part of the Web Woo-Point-O vanguard. It's part of the Vast Left-Wing Conspiracy. Just like all those nurses doing paperwork and the epidemeologists who parse mountains of that paperwork into one of those very rare commodities, meani
Re timers, I hope one setting is something like "Come back victorious, or come back on your shield." If a major quest is major enough, I'd hope that the only hard turn limit on completing it will be which sovereign or champion gets there first. vieuxchat is onto something. The Rewards / Consequences list is really more like Mostly Success Results, and a Sequel Link. How about Classes of Results: Success, Failure, and Other? Having Major Quests cost you something other than lost units
[quote who="Wintersong" reply="22" id="2483317"]... GW Swicord, I think it was said somewhere in this forum that normal channelers (those imbued) would get essence and increse its quantity each level up (but lower than a sovereign). And they would also be capable of imbuing other creatures. I don't know if the idea is still considered but it was at least once considered.[/quote] Oo, way too many threads to dig through to find that old chat easily. My sloppy memory has that listed, but
[quote who="BoogieBac" reply="1" id="2481300"]You'll be seeing a major update to the city building UI in the next update And yup, it's along these lines [/quote] Is there any chance of getting the option to show icon titles in the basic UI instead of having to mouse around to learn or confirm what a given button builds?
[quote who="Scoutdog" reply="18" id="2482297"]... My impression was that if you gave a hero or imbued unit some of your essence, (s)he could spend it to revivify the land just like a channeler could......... but it could be anything and I don't think even the devs themselves know..[/quote] Hopefully this won't sound too out of character for me, but I've so far been assuming that the defining distinction between sovereign-channelers and imbued champions is that only the sovereigns will
[quote who="lifekatana" reply="75" id="2483116"]tetleytea. Shut up. Go play with the other Einstein deniers.[/quote] katana, I suspect that you and I have many areas of political agreement, but your basic behavior in this thread is why Stardock's pre-forum-sprawl guidelines discouraged religious and political discussions at any site other than joeuser. More importantly to me as a former civics instructor and a worried-but-still-engaged citizen, civility (being at least vaguel
[quote who="vieuxchat" reply="126" id="2482768"]What about failure ? If you fail your quest it would be cool to have some drawback : a dragon appear, a city revolts, etc.[/quote] Neat idea in general, might be nice to disable it at lower difficulty levels though.
[quote]The Magic system should be very fun to work through. Though, the tactical battles are where I imagine magic duels being the funnest. Still, being able to morph the land and change it Populous-style should add a layer of strategic depth that will be very fun.[/quote] I hope we can persuade y'all to try for 'balance' here. Tactical magic is fun and all, but what made MoM so great for me were all the amazing overland spells. You didn't get (need) to cast them nearly as often, bu
[quote]With a huge and constantly growing population[/quote] Ah, the real problem pops up again. We need a much smaller, stable population. Being a pacifist who also hates seeing people die in disasters and plagues, I'm left with one Fundamental Policy Position: Sired or birthed a child? Have yourself neutered, and stay that way. Want more than one kid in the family? Adopt 'em. Overbreeding is animalistic primitivism, vanity, or both. It will take a long while, but if
[quote who="lifekatana" reply="7" id="2480006"]No GW Swicord. You don't like the outcome of climate science. And therefore you say it's not testable. Climate science is a soft science but most definitly a science.[/quote] Heh, know me that well do you? No, you don't. I'm a radical tree-hugging nutbar of a quasi-luddite with a perverse love of computers and people whose politics I despise. I don't like the politics surrounding climate change debates, mainly be
From roots RPG-land, I really admired Lankhmar, City of Adventure, and City State of the Invincible Overlord. After I played some in those settings, I pretty much lost my taste for traditional dungeon-crawling. Those city settings started out with far more atmosphere and topped that off with lots more interaction options for every character type--thieves got chances to be central figures, fighters learned how to do their jobs with no armor and light weapons, mages had to deal with being close
[quote]Yes, it does. As does any installer which says "English (US)" ...and offers no other English option, such as "English (English) [/quote] Word has an English (United Kingdom) option. It's just stupidly hard to find in the 'intuitive interface' ribbon crap if you were used to finding options before they threw out an entire UI for no good reason... Wait, is that me being in denial about the inevitablity of change? [quote]I still don't know what it means when s
Started game in what looks like swamp terrain with two regular farm tiles and a wild wheat tile. Hovering on the three bonus-swamp tiles showed an empty pop-up the lower right and an intermittent text string in upper left.
[quote who="Wintersong" reply="38" id="2479138"] Quoting Frogboy, reply 37Spells will require control of shards to cast. Which types of shards and how many of them depend on the spell. As long as we don't need to tap them...[/quote] And you say that with your Joan of Arc face on...