I'm glad the tile editor stores rotation values in sane units.
Morlark
I got the custom sovereign crash too. Got to say, I've never actually seen the windows crash dialog throw up that particular error before. Edit: I suspect this was actually unrelated to the fact that I was using a custom sovereign in my case though.
Mmm, speaking of purchasing items, it always seems a little silly to me that you can buy items for gold, even if said items don't exist anywhere in my kingdom. Enchanted rings, even though I have absolutely no access to crystal? Shop's got 'em. Need a horse? That man can get one for you. Or hey, even if you do have access to the resource - tons of iron stockpiled and you need a sword: can't nip down to your city's armoury to pick one up, you gotta pay the man. Just seems altogether bizarre to
Not really a bug, but it's a gameplay issue that seems somewhat problematic to me. Basically, allowing the sovereign to found a city again if all their cities have been taken means that you can just leave the enemy sovereign to go about founding new cities in choice locations, while following behind to immediately capture them when the AI leaves them undefended soon after. Even supposing the enemy sovereign did remain in the city until a defender is trained, you can just wait until he leaves
This isn't just the usual "buttons are too small" complaint. On the level up screen, if you click on one of the buttons to increase your stats, more often than not nothing happens. You have to go pixel hunting for the one tiny area that allows works. Alternatively, this may just be an issue with the tactical combat cursor (which persists into the level up screen) giving a wildly off impression of where you're actually clicking.
Building the refugee camp improvement from the feature itself, rather than from in the city, means that the city's population limit is not increased, even though the description of the camp says that it should still provide the increase. The camp was adjacent to the city, although that requirement isn't mention anywhere when you're actually building the camp, and shouldn't be a requirement anyway. Clicking on the camp after it was built confirms that its yield was "Population: 0, Resources: 2
If you're zoomed out to cloth map mode and you open the options screen to save or whatever, returning to the game will show the normal map instead of the cloth map. This can look particularly weird if you're zoomed out very far, since the sea has no water in it then.
Occasionally when placing a building in a city that is supposed to be limited to one per city, the cursor will still have the building in question selected after already having placed one copy. This allows you to put another copy of the same building down. I've not noticed any particular pattern as to when this occurs, nor does it seem to be limited to any single building type.
Perhaps related, in 0.92 I was unable to equip any armour that I found in goody huts. "Patchwork Breastplate doesn't fit this unit."
Huh? Slowing things down would lead to warfare being the only tree researched how? Currently you can research to the end of the warfare tree in trivial amounts of time and then go stomp all over everybody. Slowing things down means more time during which each tech is relevant, which in turn means more opportunity and indeed incentive to research other things.
Mmm, I like the ideas about shuffling some of the techs around. I think having such strictly delineated tech trees can be a little stifling. You could also possibly improve things by adding more cross-tree dependencies, where applicable. (Of course that would necessitate a much better techtree UI, but I think that's necessary in any case.) Compare to, say, SMAC, for instance. Sure, you'll quite often get techs that purely fit within their category. But you also get much
Somewhere in C:\ProgramData\Stardock\Elemental - War of Magic\Temp\English, I'd imagine. Sovereigns and units you can build are in CoreUnits.xml. Not sure which file enemies are in, but I didn't look very hard.
Opening the spellbook after just having started a new game, all the spells had their 'cast spell' button enabled, even those not yet researched. I was able to cast spells in this way, and casting a spell caused it to be added to my sovereign's spell panel.
Well, I'd say that the "expected" behaviour for pressing the esc key when nothing else is open would be to bring up some sort of menu allowing you to save/quit or whatever. In Elemental, that function is shared by the options screen. I think it's a little silly that the two functions share one window like that, but I think it's very important that pressing esc when there's nothing open should not do absolutely nothing. The larger problem, IMO, is that pressing esc again after the opti
[quote quoting="post"] Firstly, is there any need to mvove the sovreign. Cant it just appear in the newly founded city, and not move. [/quote] This is what I've been saying for a while now. This is exactly the expected and intuitive behaviour. Moving the sovereign raises the possibility of all sorts of unforeseen problems, for little actual gain.
[quote who="astrath" reply="1" id="2666386"]I believe it is just a superficial 'ruined castle'[/quote] Thing is, it uses exactly the same tile as an actual map feature. I forget which one now, but my first game in beta 2B had the two of them just a few tiles away from each other, and it was enormously confusing. Tbh, this is just one more symptom of an endemic problem: namely that proper interactable map features are entirely indistinguishable from eye candy and random fluff pieces, b
[quote who="pad152" reply="3" id="2653242"] The issue with multiple quests, the map only shows the locations of current quest location needed to complete quest (escort to estate). There is no way to view or track multiple quests (list of open quests) or be able to see multiple locations needed to complete them. [/quote] Well, strictly speaking the map shows the locations of the current quests, yes, but all the the quests you're on are current quests, so the map shows all of
Heh, I was just about to make a post about this exact same thing. It wouldn't be so bad if the information from the infocard was actually displayed on the little panel at the bottom. But that this panel actually displays less information at a time when you're more likely to need it is a little silly. On the topic of unit UI improvements: It'd be nice if the UI remembered which tab you have open when going from one unit to the next. So for example, if I've got the items tab open so tha
Minor city UI suggestion: when building, it needs to be made clear whether the building limit is one per city or one per city level, or whatever. Currently, having it say "0/1" doesn't really tell you enough. Suggestions for rarer resources (for units): Fire breathing salamanders, nightmares (like horses, but pwnier), nullsteel (for making weapons that do extra damage against channellers) Other resources: Marble/limestone/some fancy kind of stone for building super prestige bu
Food does not accumulate; this is intended. It's also not even remotely unrealistic, since the people aren't suddenly going to stop eating just because you've built a house for them. Allowing food to accumulate would basically lead to infinite city spam, which would be highly undesirable. The idea is that you're supposed to settle near fertile land, and build farms since they're more efficient. Beyond that, the higher housing levels permit larger population increases with only a modest increa
Hell yeah, this is a great idea. [quote quoting="post"] To help given even more information to the player this example shows a stack on the building icon spot to represent there is more then one item in the queue. This way again the player can see quickly if this item is the only one or if there are several others after it. It is more likely to be useful information when it comes to queuing up training for lots of troops. [/quote] To further expand on this, hovering
Yeah, I've always found it enormously unintuitive that the sovereign should somehow move when founding a city. It can be especially annoying if the movement takes you in the opposite direction from where you want to explore, for instance.
[quote who="Tasunke" reply="6" id="2567079"] Part of what I envision is simply a greater sense of "Parenthood" in the empire, were all children have a greater chance to be born with more talents than weaknesses. Another Part, however, makes me want a decision for each child (I want X gold per turn spend on this child's Education and Care!). Or (I want child to be raised in City A @ 10 gold per turn, or I want child to have his own bodyguard and accompany me on the field for 15
Mmm, I agree that having a proper techtree as part of the UI is a necessity. I don't think it's remotely true that there's "too much research", however. I also think that the call for "better, intuitive research" is a little puzzling, given that the proposed solution of just having a single food production research fulfils neither of those criteria. I do agree that in certain specific cases, there are some techs that could be consolidated. For instance, in the OP's example, if bees an
[quote who="SavageBananaMan34" reply="4" id="2648414"]^^ speaking of that tile frogboy, when I was playing it wasn't immediately apparent to me that that was a goodie hut. Obviously I see it now, but initially I just assumed it was a fat lizard moping around its lair that I could kill for experience. Is it a good rule of thumb that every monster with its own "tile" is a guarded goodie hut? Because there are things like those swamp monsters, sand golems, and trolls that roam around and don't a