Playing a game now where I picked all the AI leaders beforehand, hundred turns in or so I realized one of the factions I picked didn't spawn, instead I got Lord Marken leading Altar for no apparent reason. I am pretty sure the faction that was supposed to spawn in it's place was Resoln led by a custom wraith sov I have played against many times before. There is no other Altar or Gilden faction or leader on the map, so even if I had somehow picked Marken instead of the sov I wanted it
Sanati
Saving and reloading that game again forced the whole map to update and all the spider nests around the map that had spawned for the event (that, again, never happened in this world) came back, including the Spider Queen web which I found later, no spiders defending any of them. That's a lot of map locations that failed to clear on unload.
Are you able to change your default audio quality? I used to have mine set to something high and it occasionally caused some issues like you listed in some games, so I set it to 16 bits 44100Hz and it's been fine since.
His specs are in his other thread. I just read it and instead of replying to the old one I'll add this here: You said you changed your regional settings to English, but did you change your actual "location" to an English speaking country? Or your language for non-Unicode applications to English? I switch between Japanese and English a lot and sometimes a game requires all three to match in order for it to not crash (surprisingly common issue and most devs don't seem to care ab
I suspected as much just from the fact that after reloading a bunch of times the game starts to really bog down, or hitting Ctrl-N a couple dozen times (trying to get a specific champion in a decent start) starts to break the game with parts of the graphics ceasing to show up (like tile yields), but I just ran into a situation that I believe confirms my suspicions. I was playing a game and doing pretty well for a change when I got the Spider Queen world event which caused two nests to
[quote who="Mtrixis" reply="89" id="3306199"]I'd rather see bonuses for less, larger cities than penalties for more, smaller cities. Penalties suck, bonuses are fun, either one serves to balance the strategic options.[/quote] If you give people a bonus for doing one thing, then they feel like they are penalized when they do something else, the end result is the same.
[quote who="Vendetta187" reply="86" id="3306055"]Instead of making it solemnly harder to found cities in the first place, there is also the option of dimnishing gains from additional cities. Right now, more is always better, giving large empires a growing edge over smaller ones. Every city you add, is just that, a new city that gives you more power, ressources, gildar, research. It is basically exponential growth and by slwoing down the pioneer generation cycle, the curv
They probably have to look at equipment to tell the difference between a spear, a bow, and a staff for example, or the difference between a shield and an innate defense modifier. Each of those distinctions probably has some weight in what traits they will grab.
Move outpost creation to scouts and do the -pop thing for pioneers IMO. Though 30 seems low, I'd go as high as 100, perhaps have it scale based on game speed (like 30 fast, 50 normal, 100 epic).
Playing with Ctrl-N a lot today and I've found the starts are fairly consistent on random maps. The areas outside of the immediate start location can vary much more though of course. Pretty much the same as Civ5. If you get into a situation where you have nothing nearby to settle, make sure you snake your starting city out as far as possible toward an area that looks promising. You can fairly quickly push your border out far enough so that it revives an area you can drop another c
I just did that map and also had major issues with that wildland. When I took the (undefended) city I was not able to end that turn, I pressed enter and clicked the button multiple times and nothing happened. I saved and then reloaded and that cleared up that issue, but like you I was never able to get the wildland to clear. I thought maybe I had to fully pacify the city, so I got the occupation unrest down to 0, that didn't work, so I tried leveling the city from 26 to 27 (which required
[quote quoting="post"] Also, there seem to a be a few reviews to which Island Dog linked in the News section that never made it to Metacritic. Why? [/quote] Metacritic only tracks certain review sites/publications. I would guess it's either a traffic/popularity requirement, or they have to register and possible pay a fee to get their reviews listed. Either way, a lot of the dinky little one-man sites/blogs that release reviews don't get tracked by sites like metacri
[quote who="nDervish" reply="41" id="3305473"] You really don't want to get smacked by a seven-man company with +20 lightning damage per figure... (But, then, you probably won't. The companies of archers dealing 30+ damage per figure will probably finish you off before the lightning hammers have the chance to hit you.)[/quote] You mean you don't use mounts and charge on your lightning hammer units? [quote who="sjaminei" reply="42" id
Actually from what I've seen, the only real advantage to having multiple cities in the current version is more research. With just a single Fortress being fed by lots of resources/outposts you could easily hit level 5 (a few farms) and build everything in one turn (a few clay pits). Building more cities to basically get empire wide +prod per material and +food per grain to feed a main fortress city ends up splitting map resources between them and in the end accomplishing the same thing wi
I really wouldn't call you a "new player" after 120 hours. >_> People have been asking for that kind of tactical combat since WoM. Apparently it sucks on purpose, because it's not supposed to be the focus or whatever. It seemed like they talked a lot about adding new quests throughout development, but honestly it feels like there's significantly less now, to me anyway. I really don't think we are going
I'd personally vote for having all magic weapons scale with unit level. Something definitely needs to change though, the weapon isn't necessarily overpowered in the grand scheme of things, but it's pretty consistently the best (or nearly) option throughout the game, and certainly always so for normal units compared to other tech melee weapons.
The yields you see on tiles in game are not the yields of that one tile, they are the cumulative yields of the surrounding tiles. It's sort of like CIV where a city uses multiple tiles around it, except simplified so you only have one number to look at. You are never going to see a yield number on a tile you can't build a city on, but the yields of the tiles surrounding it will be boosted by whatever amount.
I know this is a bit old, but in case anyone does a search for the topic, there is indeed a limit (at least in 1.1+) to the number of demons spawned. It appears to be 2 per city (possibly per shard type or total, I'm not sure). Having 5 death shards attached to one city will only give you 2 cyn demons though, of the appropriate tier/s of course. If you move some of those shards to another city then more will spawn at either of those two cities depending on which shards already have active
So I meet Pariden on this map, very first turn she greets me with a "warm welcome." I go straight to diplomacy that turn and spend ~500 gold on trade and economic treaties and a NAP. Hit end turn. "Your transgressions can not be forgiven, we are at war." I imagine there's a second bug in there somewhere dealing with a "neutral" AI declaring war on me the turn after they meet me, which probably shouldn't happen. This is on normal difficulty. I didn't know 1.12 was o
[quote who="smakemupagus" reply="134" id="3271663"] One of the first things that happens when a Civ game comes out is people design an Earth map, then the maps of their favorite contenents, then their country, whatever. Then Middle earth, and the Game of thrones continent, and any of a dozen other maps. Not my cup of tea but hundreds of people design these maps and many many people download them.[/quote] I just checked Civfanatic's Civ 5 section, there are 20 thre
[quote who="Lord Xia" reply="128" id="3271541"] Somebody should really tell Firaxis this before they release another Civ game filled with real world maps and scenarios. Really? That's a pretty ridiculous statement.[/quote] I know you didn't mention DLC, though somebody else did, but contrary to what most people believe, most of the Civ 5 DLC "real world maps" are actually random map scripts set up to roughly (or more accurately in some case
[quote who="Frogboy" reply="100" id="3270997"]Map packs don't require as many resources to create. You can use its sales to judge the general interest in DLC. [/quote] I've honestly never heard of anyone who plays 4x games wanting preset maps. You remember one of the four Xs is "eXplore" right?
[quote who="OrionM42" reply="30" id="3236882"]Actually, I like that fact that trained units grow in size, over the course of the game, as their training and tactics improve (including group cohesion, and interdependence). [/quote] This is represented well enough through army size. Adding squads to it is redundant. The game would be so much easier to balance if everything was a single unit.
I didn't vote, I can't get far enough into a game without getting ticked off. I like the new cities, but it feels like everything else went deep down the crapper... ignored, broken, imba, whatever. I'd rate the cities as good, but my overall experience this beta is terrible, so score that however you want.
[quote who="Satrhan" reply="28" id="3194241"]The whole idea behind on-map-building was that you could see at a glance what a city has and does (Brad doesn't like city screens apparently). Small added benefit was that you could influence the look of your city, which was a nice idea I suppose. But everything else that flowed from it were unintended exploits. Snaking to include nearby resources into the city and it's defence? Exploit. Creating teleporting highways? Exploit. Snaking to ex