[quote who="krasny" reply="2" id="3069562"]Could you implement lower delay for edge scrolling? The edge scrolling in Civ4 is perfect.[/quote] I really like the new edge scrolling. I'm didn't see this until now, but the Options Menu has a Edge Scroll Delay option now. Does that help? I tweaked my delay down.
Lord Reliant
[quote who="Frogboy" reply="7" id="3069278"]Just curious, what world difficulty did you have it set to?[/quote] Difficulty is set to Normal. Monster Frequency is Moderate. These are the defaults.
Here's a screenshot where this happened. In this example, I was prompted to change research, right after I had already started a battle. This also then triggered another battle to start with one of my other champions. This caused my prior battle to act very strangely- Units wouldn't continue attacking until I inspected their character card. It made knowing how the battle went very difficult! <img src="http://tntfamily.com/gallery3/var/resizes/FE-Screenshots/_77_OrderofEvents.p
I was fighting a battle in tactics view. Right as it started, it notified me another battle was in progress, combine with information regarding a quest that completed. It's almost like the game isn't recognizing when one event has begun before launching another. Anyone else run into this?
These screens generally need UI and cleanup work. Good suggestions.
Please! Same goes for cities without production. I keep missing those, too, when I could be building something instead.
Same here. Monster AI too aggressive combined with the enemy AI not being protective enough of their cities and/or not taking out monsters before they're an issue.
I'm hoping there's more use to them than just cash. I know on one quest I needed to get 3 pelts to make a robe/cape, but beyond this I'd love to see something like what you mentioned. Using stuff you find to make cooler stuff would be a great addition to the game.
I'm playing a game now with somewhat similar results. My one ally and one of my enemies were taken out by roving monsters. We'll see if I even have to fight my last enemy- I think I've only seen him once so far.
I find it frustrating that I can't keep these lower level guys alive. I want to have a level 10 dog, but he keeps dying in one shot.
Great OP and feedback, guys. Magic can make a big difference, but not enough long-term and even at the beginning of the game I'm hesitant to want to use it since it costs so much and could be used in other ways. :(
Bring on the skeletons! I want skeletons! [e digicons]:borg:[/e] I think the general spell system is good, but the spells themselves and the scaling need some lovin'.
I don't think this has been addressed yet in patches, so hopefully in the near future. This will have a big impact on the game once it's working properly.
Wow. .77 already? You guys rock. Any word on what we should do with old saves? Should they work fine or should we always expect to blow it away for the new patch?
[quote who="dragoaskani" reply="3" id="3067722"]Despite this I have noticed the AI still builds its cities pretty close together compared to mine. I think part of that is they tend to build square cities. Where as I tend to stretch mine out to bring resources into the city walls.[/quote] Is it possible the AI doesn't have the same rules enforced as the player?
Could info on using/not using old saves with new patches be included on the release notes page?
Thanks for the reply, Derek. The tooltips would really be helpful. I'm not sure if that same crown icon is used anywhere else to represent experience, but doing so would help to associate all of that together.
Can you play old games with the new patch? If so, will the new info/stats be used? And will we be able to continue using old saves in the future (if it's possible now)?
I don't mind the randomization, especially when it identifies if something is common, uncommon, or rare. What definitely needs to happen is better displaying what happens when a hero levels up (# HP gained, increased stat(s), etc.
Good feedback. I'd be surprised if a paperdoll system wasn't created to help manage inventory. I sure hope so!
The victory/defeat screen should show the amount of XP gained from that battle. It doesn't do that currently, which makes it really tough to tell how much XP you've gained. And is that same amount applied to all units? What happens if someone dies? Is the XP divided among units or does each victorious unit get that same XP?
I'm going to create a bug, but doesn't anyone else think it's strange the amount of XP gained isn't shown on the Victory/Defeat screen?
I agree with all of the above. Well put.
Is there a place to find out what the shortcut keys are currently in game? Can I change them? I've figured some out on my own, but just by trying things.
Wow. Thanks for the work, Derek and Brad! The dedication is definitely being reciprocated. Just the first patch alone shows you're listening to feedback.