So, it was open the following turn? All ZoC stuff seems to take place the next turn instead of immediately, which causes some strange issues when you expand your city but the ZoC isn't updated right away.
Lord Reliant
[quote who="Supreme Shogun" reply="2" id="3252690"]Agree I thought it way to weak to merit choosing. So I never chose it. [/quote] Same here. If movement is decreased to 1, that would make it much more appealing. Decreasing movement by 1 is barely worth choosing it compared to other, much better abilities.
[quote]3.25gig RAM,[/quote] How do you get 3.25 gigs of RAM? Is that free RAM memory (so you actually have 4)? Obligatory question- Are you running the latest version of your video card drivers? I noticed a slowdown in .99, but that was after playing for a couple of hours. Quitting and reloading the game seemed to fix it. I think it was using 2.5 Gigs of memory. I see in .992 they fixed some memory leaks, which might help, too.
It was listed in the release notes for .992. Has that fixed the problem?
[quote who="Nakor" reply="8" id="3252625"]will patch the 0.990 or 0.991 beta5 builds as well and is much smaller of a download.[/quote] This answered my next question, which was "which versions would be patched?" Thanks, Kris! 50 MB for a patch is much nicer to download. For future patches, you may want to list which versions are patchable and which need the full version (assuming you can't go from 1.0 to 1.9 through just a patch in the future).
Not saying it's required (there's a workaround as you mentioned), but the behavior isn't consistent with the Strategic view, which is strange. Why have a different way to interact with Tactical for navigating?
It sounds like that Unicode to ASCII issue that was mentioned by Cari in your video (assuming that was in reference to other languages).
I know they fixed other spells that weren't supposed to stack. Gotta get this one, too.
Is Shrink supposed to be stackable?
It's pretty often that I need to move the screen around in Tactical combat. A while ago, the Strategic view added the ability to scroll automatically when you went to the edge of the screen. This didn't get applied to tactical. Any chance of adding this (or is there an option somewhere to enable it)?
[quote who="Trojasmic" reply="9" id="3251484"] Quoting Tuidjy, reply 7 I would like the reverse as well. Being able to mouse over a position in the queue, and see which unit the icon represents. I.e. "Which unit will move at that time?" Good one. I've asked for this before, but we haven't seen it implemented yet. Along the same vain, I would like to be able to cast a spell on the icon in the turn order tree too.[/quote] Definitely! <
[quote who="Kestral2040" reply="19" id="3251474"]there is new feedback coming to both these screens to see what different factions/races do... it's not quite what was suggested but hopefully you will still like it [/quote] Sounds pretty cool. Looking forward to seeing what you cooked up in the lab. Is that a regular scientific laboratory or a mad scientist-type one? Somehow I always picture SD coding in a dark castle amidst a thunderstorm shouting "MUHAHAHAH!".
[quote who="AlLanMandragoran" reply="2" id="3251914"]Hi Derek - in my opinion a minor polish issue that remains in 0.991. Just hired my first hero who was in forest square. Hired, and now it looks like a plain but is still a forest.[/quote] It's a game of magic- now you see it, now you don't! Does the game still never show the forest even after quitting and reloading?
[quote who="XavierXing" reply="30" id="3252174"] I downloaded the new Beta patch on 10/16/2012 and none of the generated maps have trees..[/quote] It's an installer issue. Supposed to be fixed in .991, so you might try getting that patch and see if that fixes it.
If I cast Growth on an ally with more than one unit (like a Group or Company), only the first one grows.
[quote who="Derek Paxton" reply="7" id="3251884"]We put a fix into 0.991 for it (its not in the changelog because its an installer change, not a game change). Please patch and let us know if you are still seeing the issue.[/quote] Thanks for the clarification, Derek! I'll test it out once I finish up my latest campaign.
That was a great glimpse into the people behind the names. The fact that people are still smiling speaks to what a great team environment you have there. Sounds like the wheels are still churning on getting that polishing done. Keep it up, guys! You're totally on the right track here.
Note for future Stardock games: Hire JackArbiter to proofread everything. He'll get your back, Jack. :)
Ran into this with forests with .99. Ran as Admin once and obviously it didn't fix it. Not seeing swaps/forests sure makes knowing how long travel takes rather difficult!
[quote who="Derek Paxton" reply="1" id="3251852"] They all (including Heal) show the info as you described from most windows. In tactical combat it shows you exactly what it will do (so it takes the shards into account) and gives oyu the real number so you don't need to do math.[/quote] As long as it's consistent in all areas, that's fine. I'm used to seeing Fireball and other spells showing me the value they'll be. Also, kudos on add
I was pleased to find out that the Heal spell scales as you have more Life Shards. From the description, it doesn't convey that except in the Hiergamenon. Heal should be changed to: Heal's 8 damage (+2 per Life Shard) There are other spells that should also convey the scaling. It's odd that some show it while others don't.
When I highlight to build an Apothecary (upgrading an Herbalist), it says it will go from +1 mana to +1 mana. Either the description is wrong, the benefit needs to be fixed to +2 mana, or it should be removed completely.
Man, I haven't even finished my other game yet! Some nice little changes here.
[quote]Fixed a bug where units would play their death animations twice (yes, we get it, you died. We aren't handing out oscars here, get on with it)[/quote] Just got this with .99. My champion was attacked by the Lord of the Flame. I think I know why it happened, too. The Lord of the Flame applies a second attack (the flaming part). I suspect it's dealing damage twice, which causes the death twice.
I have a similar experience with swamps. No mods and completely new game. Will try running as Admin.