It's an old bug. I hope devs will find the solution to it.
vieuxchat
Not making the houses count on the tile limit would be enough in my opinion. You would still have the stregic interest of where to put buildings (and blocking places)
[quote who="Inteuniso" reply="2" id="2651314"]You can catch wolves?[/quote] At the moment there's only one quest that will let you get some wolves. But with magic (and "carm monsters") you'll be able to catch them all ! ... well ... sorry (but the spell charm monsters existed in previous beta).
Let's summarize : Mouse over attack, def, etc. to see the str, int, etc. The icon "Big details" on the lower left bar. Clicking the medallion. I don't see any other way.
1) Since supcom I use zoom out-zoom in to move the map. Sometimes I click-drag. No need for cursors I think. 2) Like Wizz2mo said. Even if the icon is a sword, don't be afraid to left click, you'll have the option to hire the npc. The npc needs to be in your territory or next to your sovereign 3) Like Wizz2mo said. If you click on the little shield next to the medallions you'll have a list of all your units in the town. When you have an army, you can also click the little shie
In the quest to escort the noblewoman I had to travel through very dangerous places. So I wanted to give the noblewomand some object to make her move faster. She was able to buy equipment, it appeared on the item list but I couldn't equip them. Is it working as intended ?
[quote]#1 City Improvements[/quote] Adjacency seems to be a good idea. But in the end it would become somethign horrible. With 10 cities to micromanage in the end-game, you would use most of your time on them, because you wouldn't be able to queue a building because the buildins as a prerequisite aren't already built. The actual simplicity is, in my opinion, a good thing. What I would lke to see is the ability to queue a building next to a building already queued, that would h
[quote]UPDATE! One thing I've been reading on the forums has to do with weapons and defenses available. Right now, a lot of them aren't in (for instance, you only get daggers on melee weapons) because we still have to update the UI to handle the different types of damage and defense types. For instance: Code: c++ 1. //################# Damage and Defense Types #######################// 2. #define UNITSTATTYPE_NAME_PIERCINGDAMAGE _T("UnitStat_Pierce
[quote who="DoomBringer90" reply="10" id="2649014"] Quoting vieuxchat, reply 2 EDIT: It seems that only shift-tab make the game crash. If i click "multiplayer" I can create a game and play vs the AI. What OS are you using? I just tried it on win7 64bit and it worked fine.[/quote] VISTA 32 bit. And in the previous build it worked correctly (at least it was launching. then it would crash if I wanted to click on settings. But I could chat, click friends, etc.)
This game wil be awesome. Wait .. No. This game IS awesome, even without magic, diplomacy and exploration. The only drawback I can see is the performance issue. When I 'm in a cloth map mode the game is smooth. But when I zoom in ... It starts crawling. I play in windowed mode, with deskscape runing with the water dream : hen I zoom in I can see the water dream playing slowly.
Yeah I just wanted to create that post ! Damn Raven, you beat me to it. And I would be waiting for you in the lobby if the game wasn't crashing when I shift-tab :( EDIT: It seems that only shift-tab make the gam ecrash. If i click "multiplayer" I can create a gmae and play vs the AI.
At laaaast !
Ok, I tried it and it works :)
I don't know, it now works. But for how long ? I can't say. so whenever that bug come back I'll try what you said :)
[quote who="ScienceMad" reply="2" id="2645570"]translations always suck my friend be it games, movies or books(especially) the original is always much better.. no exceptions .. languages just arent that compatible + playing in english (if its not your native language) is a great way to improve it.. and English is the worlds most widespread language.. its the British fault [/quote] Final Fantasy XII got a real good translation. In fact the lore was so w
Yes that's it. Icons are where they shoudl be. If I add a new icon it is automatically placed. Everything works fine .. but the fences rendering.
I am on vista and have the same thing : sometimes I can see the fences, sometimes not.
Yes geforce 8800 GTS 512. It must be that, because that morning when I launched the ciomputer it worked. And now, it doesn't. I changed nothing in between.
The problem with diplomacy is that in real life there's no victory conditions, so diplomacy is used to let citizens live a peaceful life. But in a game that where you can win, there's no interest in trading techs or even research or anything else. So what's the point of diplomacy in games ? To let players that are losing to gang up on the ones that are winning. In a game where only one can win there's no thing like "help" or "mutual comprehension" that would make sense. So pla
Will we be able to mod AI in the beta 2, so we can try some changes and discuss the outcome with you ?
But they don't. I too have the same problem. It seems it's a directx realted issue, because after I installed the latest drivers for directx (from the microsoft site) the fences came back. But after a reboot the fences are gone -___- I'm with vista, and fences used to work with deskscapes. I don't know what could have happened.
Excellent video. Beta 2 will start being really fun :)
[quote who="Frogboy" reply="107" id="2637930"]Can you explain how the screenshot in reply 70 is "boxy"? I guess I'm not understanding what you're looking for. I look at #70 and see a lot of detail.[/quote] Is the HDR turned off on that picture ? I remember a picture that showed hdr on/off and the difference was huge.
O_o Impressive. That thing will take more time from me than the editor of neverwinter nights 1 and 2 ...
[quote who="SavageBananaMan34" reply="33" id="2635937"]So since we can make our own tiles, does the engine automatically choose what objects are important or do we set priorities for the objects? [/quote] I have the same question : will we be able, in the tile editor, to choose which objects are important or not ? Or the graphic engine automatically calculates what is important or not ?