Hmm, that's really weird. We'll look into it!
ScottTykoski
[quote]The ability to purchase sovereign gear with gold rather than character points.[/quote] Item Shops are working in the current internal build and they are REALLY cool. Right now cities just sell the items unlocks via techs, but it's a step in the right direction!
[quote]Overall a trade system is a nice compromise between global and local..but no one here wants compromise even if its realistic and friendly to both those wanting simulation and those wanting easier management.[/quote] I would like to think the compromise is that the core hooks are still in for this type of system, and through it all we're developing with the modding of such a system in mind. If we REALLY hated the idea of a city-based localc storage economy we'd clean up
I'm actually of the opinion that 'weaknesses' should only give a fraction of he points back that their 'srengths' counterpart gives. So I see... Regal: +10 Relations Bonus (-2pts) Distrusted: -10 Relations Penalty (+1pt) I also think those should be exclusive (seleting one should deselect the other). But yeah, thanks for poining that one out :)
Hmm...looks like memory was getting up there. Did you have an autosave to load from...i'd be curious if the problem persists upon reload.
That's a known ideo-card issue I'm affraid. For the moment, the temp fix is to turn off 'Advanced Lighting' and restart the game. The actual fix is on our ever growing to-do list ;)
The flow of both of those systems willbe geting overhauled soon. We agree that popups are horrible, and will be simplifying the system to conist of more 'subtle' prompts, coupled with report items displaying in the new Event List (that can be revisited at the player's leisure).
That should be fixed in today's update.
[quote] or that people who pre-order after tomorrow will not receive beta access?[/quote] This :) I don't think we have an easy system TO revoke beta status, so you're pretty much stuck with us ;)
************* Things We're Looking For ********* The team is asking for some help tracking down two annoyances that are in this build.... 1. End Turn Button: We're getting reports that the end turn button will (seemingly) hang randomly. This cannot be...we must discover the pattern. The first person to figure out what's wrong gets a virtual pizza. 2. Mountain Icons: Again, a random occurance is that the larger mountain icons will not properly appear as you travel throu
Not a huge fan of Pioneers making lumber mills. Forests are just too plentiful and, since htey supply MATERIALS, one of the limiting factor in training a pioneer, we'll get a pretty quick snowball effect where, after pioneering 2-3 lumber mills, you'd be cranking out pioneers like nobody's buisiness. I'd really prefer to keep pioneers limited to resource clumps on the map, and not allow them for terrain-harvesting improvements.
You'll be getting the first of many updates to the Customization system in the Beta1Z Update :) A few additions that you mentoned are in there, with several others in the pipeline for Beta 2 and beyond!
We have hard ppoints in the models for duel weilding...it's really a matter of animation (need another set of animations for attacking and defending with 2 weapons). So yes, we'd like to, and it's in the playbooks ;)
Tormy: My explanation - When they're moving they can enjoy the fat of the land as they encounter it. When stationed in one spot you need extra rations once the local berries are picked clean. Or something...just saying it's an option ;)
Shooting for tomorrow.
Those trained units are just cannon fodder...you wont be getting too attached to them anyways, once tactical battles are in and creatures are mowing them down by the dozens. [e digicons]}:)[/e]
[quote]A lot of time sieges are lost because the army is starving so they have to leave.[/quote] This is actually an idea that would be easilly represented in the current economic model...when you "Lay Seige", the units park down and consume X amount of YOUR food production. Un-seige and that food is freed up. Anyways, just thinking out loud...feel free to ignore my rambling.
Trained unit's do not get XP. Instead, a percentage of that XP is given to the Sovereign unit (one of the many perks of being a channeler). Recruited champion units, however, SHOULD get XP.
Fixed. Enjoy it while it lasts ;)
No, that's jsut a flat out mistake. Looking into it :)
[quote]As far as I know you'll eventually be able to do that in the final product.[/quote] This kind of customization falls under the realm of 'modding'...so yeah, you can do it, but it won't be built into the game...gotta pick our battles, and allowing the addition of LIMBS to customization is a doozy ;)
We're looking into the issue as we speak :)
Noted :) Should be an easy fix...thanks for the heads up!
[quote]How long are the turns supposed to represent?[/quote] We don't know, to be quite honest :) Like Myles said, we're really trying to make the game fun in its own right. The moment we start trying to conform to a metric like "a turn is a day", we'd get some aspects of the game that feel too fast, while other aspects (the dynasty system, in particular) woud drag into the realm of uselessness. We're hoping our writing team can come up with a great word that stands
For every game we work on, there tend to be a few 'AhHa!' moments in production where things come together and we end up accidentally 'play-testing' when we should be working. The change to the current economic model was on of those moments. It's fun to amass a wealth of stuff then go out and make use of it. The pervious model wasn't fun, and the models before it were too cumbersome. We've kept all the hooks in so modders can make as complicated a system as they