Xiskio

Xiskio

Joined Last seen Member # 730441
15 Posts 28 Replies 356 Reputation

[quote who="Annatar11" reply="1" id="2734353"]It happens sometimes.. there are several quest tiles that give off your influence if they spawn for you. Once you do the quest and the tile disappears, the influence should too. I wonder if there's something in the xml files for these.. do you remember the name of the quest?[/quote] The quest name is "The terrorized village". And yes it is true that after the village has been liberated it vanishes and the boundaries are displayed fine agai

2 Replies 2,792 Views

Hi, After I got a quest in an inn to take care of a Wildling spawn in a settlement the settlement spawned beneath my city Ayuulag. In the next turn this spawned settlement was included in my city boundaries! See the red boundaries on the following screen shot: By the way, I found a bit odd that the settlement immediately vanished after I freed it from the Wildling spawn. Have F

2 Replies 2,792 Views

Hi, the city hud is cut off on the right side. This was already the case in beta. Only with new cities when the line isn't that wide already the hud is not cut off. Restarting the game or starting a new game doesn't change the behavior. I occurs with every new game I start. See following screenshot: If you need more info please contact me. Have Fun Marc

0 Replies 878 Views

Hi Brad, I am a long time customer of Stardock and this is because I like some of your products and your attitude to DRM and how well you treated your customers and your open communications with them. Therefore your recent reactions to criticism surprised me and made me a little bit uncertain about my evaluation of Stardock. Especially because I think that some of the criticism is legitimate. However, I appreciate reading your apology, it definitely restored some* of my confidence

182 Replies 521,828 Views

[quote who="joasoze" reply="1" id="2714491"]Yes, you are missing something. Its a beta version. There is no real AI and therefore you cannot expect an actionfilled quality game.[/quote] Such comments do not help much. I am fully aware that it is a beta. [quote who="OsirisDawn" reply="2" id="2714492"]The game is missing a lot of stuff right now, like a good AI and most of the technologies in some trees. I for one have put down the game

16 Replies 6,836 Views

Hi, I am currently in turn 150 of a default game: Size Small / Difficulty Normal / All Victory Conditions Enabled / Notable Locations Enabled / Quests Enabled / Pacing Normal. I am on a small continent with two computer players. I am allied with the one I can reach. There was a third computer player that owned the city of Iyana that I annihilated. My allied neighbor has 3 gold mines where I have only one. But he is so gentle to buy material I have in abundance for all his money every

16 Replies 6,836 Views

Hi, I am missing a detailed resources income report, or have I overlooked it? Such a report should exactly show what counts towards the income and how much is spend. Following an example report for food: Food Income: 2 x Farm in City 1 = +8 Food 1 x Farm in City 2 = +4 Food Total Food = 12 Food Spend: Citizens = -6 Food Soldiers = -2 Food Total food spend = -8 Grand Tot

0 Replies 1,715 Views

[quote who="Skvader" reply="51" id="2549127"]One of the big problems with 'organic' roads is it really only works over really short distances - you can't make a massive kingdom-spanning 'highway' style road.. not all cities are going to be right next to each other, i'd think.[/quote] This just depends on how good the AI would be in building roads. Why shouldn't it be able to build roads even over longer distances?

287 Replies 653,945 Views

[quote who="KellenDunk" reply="17" id="2549008"]Perhaps trails should develop naturally as your citizens engage in trade between your settlements and then you can upgrade them through research and magic. If you need a road that goes someplace unusual a spell that magically carves a dirt path out of the ground sounds good to me (Or makes a rainbow highway, that would be cool too)[/quote] +1 Organically build roads. Best idea so far. In addition: Upgrading r

287 Replies 653,945 Views

The answer to Boogies opening post is obvious: Just make cities basically work like they worked in reality in ancient times! The first thing I asked myself after I've read Boogies's opening post was how have cities in ancient times been formed and how have they functioned. In most cases it worked like that: First small settlements formed in places where there were plenty of resources. As word spread about the rich resources more and more people gathered and eventually these small sett

247 Replies 545,489 Views

I do not like the "Games for Windows" band and the blue Stardock logo on the front. Beside that I think that it would look better if you used some green leaves or ivy on the cover like on the top of the Elemental website (https://forums.elementalgame.com/Themes/Elemental/images/body.bg.png).

69 Replies 136,210 Views