"I wouldn't call it 1Z5. The version number is still 0.32 so basically it's 1Z4. We don't know that what was updated at all...." I could swear I saw something saying "1Z5" somewhere, maybe in Impulse while it was downloading. Maybe someone who hasn't updated for a few days can update while watching really closely and let us know.
LordCobol
I'd like to see more differences, ESPECIALLY rare traits that make some heroes have more long-term potential than others, like maybe... - 50% experience bonus (with a really rare 100% exp bonus). Someone who starts with this might lower base stats and fewer talents and would start weaker than current heroes, but would pass them by if he lived long enough to gain a lot of experience. - An extra boost to one of his stats every time he levels up, determined by the game, in
Don't really care between square & hexes in the implementations I've seen, but... ....if the movement-point system is fancy enough, you could go with squares but have diagonals cost 1.4x more that horizontal or vertical. Or maybe 1.5 if you want the numbers to come out closer to even.
Got as far as the "do you really want to" dialog. Then it wouldn't respond to clicks on yes or no or anything. CPU was 50% busy on my dual-core processor. debug.err at http://pastebin.com/nExfmzkG
My sovereign won a battle and the screen to pick what traits to enhance appeared for and instant, then CTD. debug.err at http://pastebin.com/2eJFyjS2 Windows event-viewer didn't show any application errors then
I've researched missile weapons and built an archery range in my capital, but the design-new-units screen still doesn't list any range weapons. Have they not gotten around to even trying to implement range weapons yet or is it a screw-up ?
Since they can't found cities. I've had some with more essence than the sovereign starts with. What for?
1Z5 is out. Came Mother's Day I think. Dev's don't have mothers -- they spontaneously generate from coffee mugs.
I got the rat-reward for the 1st time ever, in 1Z5. Not sure what made the difference, but I think I went straight to it without any detours or distractions.
Still in 1Z5. At least for granary. Will see about warehouse in a bit.
Select the pioneer and the thingy was red, saying I lacked the necessary resources. Moved the king off and it was green and he built. No other changes. Same turn. This was early-game building on the apiary just south of the starting city. Got lucky to research it early.
Still off in 1Z5.
... for those of us who don't remember that the pretty pictures stand for. (of course I'm referring to the research screen "completed" tab).
debug.err at http://pastebin.com/SbvDeRB9
Not exactly the same thing, but I had lots of VPU-recovery graphics issues with Gal-Civ 2, an ATI 2600XT and the 9.late-in-the-year drivers. Fixed by reverting to some 8.early driver. Seems old cards & new drivers don't mix as well as ATI wants us to think. Try going back to a 2008 driver and see what happens. Am now on a 5670 with 10.4 drivers. No problem with Elemental, but I haven't re-tested GalCiv since the upgrade.
Again in 1Z5 debug.err at http://pastebin.com/uAJ3mTV0
Researched leather armor & low-level metal armor and designed a unit. Then research dagger and upgraded it. The equipment tab in the unit design screen showed "kite shield" under the heading "pants". Insert dirty joke here. And the graphic was a round shield, not what I think a kite shield should look like, although I think a foot-slogger like him should have a round shield, not a kite anyway. Also, cloak was under "wrist gear". EDIT:
When I click the "+" next to health-regeneration, the number next to it remains zero. Then after using all 10 points on health-regen I exit and check my kings status and the "HPGEN" remains zero. Had same issue in 1Z4.
Windows blew me off when I tried go to the quests tab in the kingdom report screen. Afraid since Windows did it the debug file may not reflect it (?). I was in that tab a few minutes before with no problem, but since then I had fulfilled the 1st half stranded-knight forboding cave quest -- rescued him and wanted to double check where to take him when it crashed. debug.err at http://pastebin.com/TY09MANj Windows application event vie
Absolutely
"I've been a little underwhelmed by the available abilities in Elementals hero creator in both quantity and quality." Amen. "So far it seems to me that heroes are sharing the same weak ability pool that sovereigns do". Amen. "Some locations housed very powerful NPCs (several dragons for instance), but defeating would yield the ultimate prize: a top tier hero, a godly equipment, or even a new spellbook". Elemental is sadly lacking here to
I know some will disagree, but I hope there will be obscure super-strategies for us to discover. I the devs can deliberately put some in, fine. If not, don't automatically nerf some trick that someone discovers and complains about. My model here (as in almost everything) is Master of Magic. Anybody else ever take ALL white (life-magic) spell books at the start and cast "Incarnation" on turn one ? Or pick both "artificer" and "Runemage" so you can create mag
Works for me.
So cities would occupy less space on the campaign map, right? That seems more "realistic", and it would cut down on some of the wierdness when units move in/out/across large cities.
Lets not call it "dodge" or "evasion". Maybe "defense skill" or "chance-to-block". Anyway, armor gives one kind of defense and experience/skill/training gives the other. Anyway, I vote for the 4-stat system, functionally like Master-of-Magic all those years ago.