This is another set of files relating to a terminal freeze during combat. 4 units involved - my sovereign, a familiar and a summoned bear against a hoarder spider. No magic used, just good 'ol hack'n'slash. I was in probably the 7th or 8th round and about to kill the spider, when the terminal freeze occured. Prior to this I had had several turns of moving around heroes without doing any other actions. http://dl.dropbox.co
B G P Hughes
Thanks for the replies (at least, the sensible ones). Obviously I have a PC too, else I wouldn't be making regular posts or sending in beta test reports, but I've been away and wanted to continue participating via my iPad. I guess it's early days for iPads (et al) anyway, so I wasn't hugely surprised to have a glitch. Nevertheless, figured those who run the site might want to know, 'cos eventually these evil Apple devices will probably be worth catering for.
Did a search for this but didn't find anything, so wondered if this was unique or if no one has reported it: When you reply to a post on these forums using your iPad, when you click on the submit button, you get the error message that you can't post empty replies - even though you have a full reply typed out. I've tried copy & paste to a new reply, and retyping, but this happens every time. Net, I can read the forums on my iPad, but I can't post anything. I haven't tried c
[quote who="Civfreak" reply="8" id="2690749"]The only thing I can think of right now is linking passive bonuses of tech trees to your champions. I've been doing a lot of brainstorming recently relating to champions because, to me at least, they are a very important part of the game and they just currently are just like a peasant that can buy stuff in a shop and levels up. Anyways I think you could have champions and the tech trees interwined by giving bonuses to the respective hero
I'm with you on tactics, conquered cities and shards.
Interesting sounding system - I need to get in and try that out...
[quote who="Austinvn" reply="23" id="2680428"] Instead, we need to reward players more for building up fewer, bigger cities. Brad already has the right idea here; there's no need to punish players for spamming cities. You just need to give players a better option instead of building new cities, such as improving existing ones. Say I have a level 5 capital, two level 3 cities, and 500 gold to spend. I can spend that gold on a new building for my capital, or spend it getti
I think the OP was asking about food, not MP, so on that subject, in Beta 3a you can build farms only once you are adjacent with your city to the resource (e.g. fertile land). Truth is you will struggle to feed your cities if you don't build some of them near food producing resources. I think the plan is to loosen this up again in the actual release (or at least in 3B). Personally, I feel that once you get a little used to the shortage of food, it does seem to add to the strategic overlay rat
So I'm a bit confused: are random maps in Beta 3A, because I keep starting in the same place on the same map, and I'm now wondering if that's a bug, given the request to report odd starting locations (which would be unlikely if the map is fixed).
I'd definitely like the ability to merge units - at the beginning you are likely to have built a few individuals of the same type, and it would definitely be nice to merge them, if only to keep the stacks in a square a bit neater! The penalty is already in-built (the cost). Not sure if there is a coding/engine reason why not, but doesn't seem to be a gameplay reason. Could be stronger reasons to prevent splitting groups up (just to keep the head count/spamming of units down a bit).
Love all the planned changes, and looking forward to seeing them in - 3A is alraedy a heap better than 3 on the gameplay side, just from a couple of days work. I'd also like to get the resources in territory piece working (though I also like snaking). Presumably these resources would be outside city walls, and enemies can burn the buildings down easily - perhaps for a bit of plunder?
I had just completed a game by doing the ultimate quest (somewhat to my surprise having only done 4 adventuring tech levels!). From the main menu elected to start a new game - went through all the set up screens - selected a custom race, a custom avatar from previous game, and set it to ridiculous difficulty. Kingdom, medium sized world with 10 players (all opponents were standard races). On clicking Next, game CTD. No zip file was generated (either from the completed game or the new one - so
As a general comment 3A is a major step up in gameplay vs 3, despite only having a couple of days to work on it, so hats off. Bug details below: Learned a spell, and from the option to view spellbook or increase knowledge, I selected view spellbook. On selection of the second of two spells I wished to learn, the game terminally froze, requiring reboot. Files below: http://dl.dropbox.com/u/8733908/debugcrash1.err
True of beta 3a.
Agree with everything you say - very interesting to listen to. For beta 3A, do you want us to list out where there are no sound effects or visual effects, or where clicking through menus is unintuitive?
Arcane armour and arcane weaponry show up in the enchantments slots with a P (Permanent?) but yes, they do disappear. Here's a save from a game where I have cast these spells on my stack of NPCs several times as they kept 'expiring'. Hope it helps: http://dl.dropbox.com/u/8733908/debugenchants.err http://dl.dropbox.com/u/8733908/E
From where I'm sitting you're taking a brave path, but a good one too. Your games tend to come together to a level of completeness than many don't ever reach long after release.
I see you can create units individually or in parties etc, but can you merge these groups (or split them up?). I can't seem to work out if this is possible.
[quote who="Zozz" reply="233" id="2674802"]Some weirder spells Spell Name: Blood Sacrifice Level: Strategic Arcane Knowledge: 12 (medium) Mana: 20 (medium) Shards: No shards Effect: First born child is killed when cast. Caster gains 10 ability points (level ups) permanently. Spell Book: Blood / Life /Death / Souls ? Notes: Child must possess 10 essence to qualify for sacrifice. May
It must admit my first impression is that units cost far too many materials too. I now always play with the lumber mill trait to get around it. I think we'd need to wait to see final balance, but on first look, yes, too expensive.
I like Bioware (but I am a bit biased having met many of them and done work for them), but I do think that their games over time are becoming more generic. I personally blame that on the consoles because console gamers seem to favour a much faster/simpler format of game. Once a company goes for cross-platform games, they seem to favour more mainstream productions, which I personally find less involved. Baldur's Gate was a phenomenal game. Neverwinter Nights was also an amazing game, especiall
Personally, I'm a fan of the auto-upgrade, as it's detail I don't want to manage, and keeping it free for the same reason, though with the huge caveat this should apply in the case of same cost/benefit paths you outline.
Fair enough - in that case I'd rather the 3D artists and animaters spent time making more creatures or adding variety...
[quote who="TCores" reply="18" id="2674245"]The people do feel flat and non-alive. It would be really nice if they moved around a bit. Ideally, if people would walk from the houses over to different buildings, interact with the tile for a bit, and then leave, that would look visually very neat. Even just one or two meandering peasants would really help break up the illusion of each tile existing in isolation. Even if you can't (or don't have time for this) it would be nice if
At the least - I on;y just worked it out! I think that both mana and the use of shards are also a bit obtuse.