The typo is the "...Research produced by in all your cities..." Should say "...Research produced by all your cities..." I post this because it took me awhile to find it. Good catch on the typo.
parrottmath
I've no problem with this, but 1 tile away from your city should not be a limitation in this snaking requirement. I don't mind that if a resource is 3 to 4 tiles away that I can't take advantage, but 1 tile away seems mildly silly, as my city because engulfed in a forest and yet my perfectly round (non-snaking) city doesn't have a lumbermill. This is really my complaint on the matter. I do not want to remove this strategic immersion, but I want the mechanic to be more re
The change in title was to let the devs know that this is a high priority item to be fixed. I was not trying to be pedantic or say you were being unhelpful. I know that it is a bug. I was trying to help you, help the dev's out when reading the forums, per their faq.
I just tried to snake to make a pier and I couldn't make a pier. Looks like the snaking punishment is still in place. For forests I notice that if you are diagonal to the forest you can build a lumber mill after you build a building first. But I haven't confirmed that the snaking to the forest is not possible.
Epic the order is weak --> medium --> strong --> deadly --> epic
You should really rename the title to [Crash] not bug. I reproduced the bug by selecting the demolish tool then holding shift and rolling the mousewheel. Don't need your extra steps.
Same here about the cloth map mode being more studdery than than the 3d mode... which seems odd to me for some reason.
I want the guy you implemented the "Random" option for Pacing in the game so I can give him some KARMA!!! This seems like the Most RANDOM option ever. As I can say Ohhhh... what kind of research game do I want to play.... Slow... Fast... Normal.... Oh I just can decide... let's roll the dice and get.... For the person who can't make up their mind of what kind of game to play.... I LOVE IT!!! Makes me laugh everytime I select it.
Nope. If they localized it for poland, I wouldn't be able to read anything in the game. Hehehee... I made polish lowercase to avoid confusion for the other tired people on the forum.
So far this game has moved exactly the direction that I was expecting and have been happy with each itteration that they do. I have gotten pleasent surprises on good features. The starting locations I look for are a total of at least 6, whether it be a 2 4 0 or a 3 3 0. This is a happy start for me, if I get a 4 2 0, it's okay and would prefer at least a 4 2 1, just to give a hand (and this is what I usually get). Essence is way overrated and I consider a bonus. Do you play with s
So this is a bug fix for a thesaraus for the word town. It should not be used twice for a city specialization and a city level. Changing the city specialization name would be the best option at this point. Because I like the level up names as they are and so maybe people should present some options here for the devs to look at For example of changes --- Merchant Hub Community ---
[quote][Tweak] Volume on that ‘intro’ book is still too quiet.[/quote] I don't have any issue with the volume here. Although, if you do compare the volume of voices from the intro vs. the reading of the book the intro is a little louder. I think I would prefer the intro move to be a tad quieter, but I think it may be a by system basis for the volume changes. I agree that there should be at least some continuity between all the volumes in the game.
You should look more carefully at the decapitated sovereign itself. You should notice that these sovereigns do not have ANY equipment or ANY traits as well. Makes the game unplayable. This should be a high priority bug for this beta. I would hate for this great game to be given lower scores because this intermittent issue. My post on the same subject allows me to reproduce this effect everytime with my computer. I haven't tried it with this beta yet, but if you are having this problem I&#
This minor annoyance falls under a polish category. When the sovereign hires a champion they make a bow (which I enjoy the animation), but shouldn't the champion at least face the soveriegn making the offer. I don't mind it, but if I hired somebody to fight for me they shouldn't set themselves up to be slapped on the ass by me. Just a suggestion.
[quote who="sacmanxyz" reply="8" id="3233146"]You mentiond UI stuff with higher priority. I have a lot of tooltip text not displayed correctly. Either the text is cut off at the end or the window for displaying the text is too small. It seems that there is a problem with formating the text into the display window. Are you aware about that? Is that on your list? I did not see this problem in beta4.[/quote] I've seen your post. You've got replies from th
It's sort of an update. There were issues with xml files not being overwritten by the new install. So they redid the installer to overwrite all xml files that people have modded and forgot to revert back. It fixed serveral crash issues for people that modded their files.
I don't think so... but you can fight and take a city from an AI possibly.
I decided to replay the tutorial to check some things and I recommend that you redo some of the videos so as to not show obsolete construction items (not the bug). But I reloaded a campaign save and it set me back to the first objectives, which I couldn't complete obviously as the picture shows. (Let me know if you want the autosave)
You shouldn't have to research anything to go on any quest. Good catch.
[quote who="KingHobbit" reply="17" id="3228860"]I do agree this would help. But for me it makes no sense for an outpost to cost nothing. Outposts do not even have a construction time, its just plop and there it is. If it actually took some resources to build outposts it would also control expansion. Expansion should be difficult both taming the wilds and the use of capital and time.[/quote] The cost of the outpost is the cost it takes to build the pioneer and move the pioneer to the s
The custom difficulty setting has a tool-tip that says "String not found". Ha well I found it.
I've also noticed this with wolves.
[quote who="Lord Reliant" reply="3" id="3232587"]Why does it need to instantly teleport? What about simply causing your unit to select a path outside your territory and only move that direction (as in you can't change it)? It would give more of a penalty to crossing someone's territory without permission because it would take you time to get out of there. Teleporting as it is now is a bit, strange as well as unexpected.[/quote] Great idea. Not sure if
That was the quickest feature implemetation I have ever encountered. Thanks for all the good work.
I agree. Although some strategic retreats do not make sense for example ruffians use this without a ranged attack or heal ability. But I'm loving the improvements THUMBS UP to the AI programmer here. I notice the range shooter run back and get in 3 more shots to my character before I could take him down, sweet.