[quote who="Alstein" reply="17" id="3239837"]Your capital should be your first city, until you build your tower, in which case the tower becomes your capital. If you lose your tower, it should revert to your most populous city. Towers should always be destroyed on capture, and players without towers should always be able to build one. [/quote] [e digicons]:yes:[/e] Good ideas.
cardinaldirection
[quote who="Supreme Shogun" reply="1" id="3239970"]2.If you capture/found a new city that causes an outpost resource being constructed to change to the new city, the old city will still try to build the improvement (and the time it takes jumps up to like 40 turns as well).[/quote] [quote who="Supreme Shogun" reply="1" id="3239970"]2. Also can cause a re-distribution of certain advantages that a player does not want to happen in the case of who gets what extra grain and
First click should show auto-generated patch, second click should move. Now sharing many similar mechanics, this is another feature of the Heroes of Might and Magic series interface that should be looked at as inspiration for this one.
[quote who="Supreme Shogun" reply="3" id="3239804"] Exactly. It was too low to be useful as intended and did not scale well either. Instead why not work on issues of kiting? Like make certain monsters have more spell resist. So big xp giving monsters aren't hobbling along at 1 move. Or give some a ranged ability with varying cooldowns. Like forcing the issue of closing the distance and killing it. Lots of things like slag, drake, skath, drago
[quote who="GFireflyE" reply="26" id="3239551"][Applause] Really liked that the tactical battle took the dark chasm from nearby on the strategic map and added it to the tactical map. Makes you feel like you are fighting the battle on actual land…[/quote] I love this too. [e digicons]k6[/e]
[quote]4. Spells inflict critical damage. The Hero with a knife shoots magic critical hit 100 +. Probably a bug? Or do magic, too, must be critical damage?[/quote] It appears the effect that equipped weapons have on spell casting was not considered in their design.
[quote who="ddd888" reply="2" id="3239428"] this issue its really huge[/quote] +1
[quote who="Cyreph" reply="9" id="3239018"]Your capital is not always the first one you started with. Right now, I believe it is the first one is the one on the top of your cities bar (on the left). I lost my starting settlement in a skirmish with very close neighboring AI, my capital became the first settlement I had (which was conquered by the way) after the starting one. I regain control of my starting settlement one turn after I lost it, but it dropped to the bottom of the cities list and
Also, please restrict the click-able area of the screen to the actual locations upon which a building may be constructed.
The multiple monument issue may seem small, but it really should be ironed out prior to release in order to ensure that the new user experience is as intuitive as possible. Although truly trivial, minor details like this are what contribute to an over-all feeling of incompleteness about the game, and may hurt it's first impression. If the work / reward ratio is good enough that is, time is quite precious, and bug fixes, fun factor, balance, and UI definitely take precedence.</
Is the bug that no XP is earned, or that the after battle report says some is?
This deserves a bump.
Can we get the Basics page to open upon clicking the Create Quest button?
If the issue persists through a save and reload you should upload your saved game file for the developers.
[quote]Cannot see how many armies are in a tile: is there any reason not to limit the total amount of armies to 1 per tile? Can't see unit stats in tactical combat: This is the most important one for me. I can't see their equipment, weapon, or what kind of damage they are most vulnerable to. For civilization focus: expand path of the governor with more unique and interesting skills, such as +production, +% gold/research/mana, bonuses to tr
[quote who="tesb" reply="12" id="3238819"] i just want to post out that a strategy relying on sovereigns/champions is much more successful against those monsters yet you give them abilities that makes it even harder for armies to deal with them? especially more moves on Silt Skath and Umberdroths! Those thing are at your archers the moment the battle begins (especially since you can not choose the initial army setup, i.e. how is in the first line).[/quote] While I agree that <a h
It might make sense to include the configuration for the placement of units on the tactical map in the same window used to manage armies on a strategic tile (when this is implemented). Similar to the OP's suggestion, the 9 tile grid used to represent armies on the strategic map could be made to relate directly to a 9 tile grid on the tactical map, with the top row being the back, bottom the front (middle - middle). This would gradually decrease the initial s
[quote who="zhukodim" reply="5" id="3238743"] 4. Spells inflict critical damage. The Hero with a knife shoots magic critical hit 100 +. Probably a bug? Or do magic, too, must be critical damage?[/quote] The influence equipped weapons have on spell casting definitely needs to be addressed, and heavily considered in defining their stats and abilities.
Minor, but deserving of a bump.
Try exiting the unit design screen and re-entering, or saving and reloading. This happens quite frequently with not only various articles of equipment and clothing, but also traits.
[quote who="Trojasmic" reply="6" id="3238709"]This is still a problem in .981. I've had times where I have clicked to move to a tile where a monster is. Save the game. Load the game. I'm immediately greeted with the Attack screen (cuz my guy moved to the tile), I hit cancel, I end up on the same tile as the monster both of us standing there.[/quote] I have experienced this as well, and will upload the save next time it happens.
I wonder if there's an issue at map generation where tiles and the locations upon them are being written at the same time, potentially causing data corruption. Seems highly unlikely, but might also explain some other instances of a tile not being represented by the correct graphic.
Here's a final; on my way out but I'll PM you individual slices and work up some button states a bit later:
Can we consolidate the entire main menu into one navigation on the left so as to remove the feeling of two screens; and lock the backgrounds inside the individual pages to the bottom left corner so they crop off naturally in the top right, instead of stretching them? I feel Save makes most sense in the main menu, but I supposed it could (also?) be squeezed in after Rewards? Try a complet
[quote who="Frogboy" reply="11" id="3238433"] We have a rich world here to play with here. I can't way to see what directions we, as a community / development team take it in the years ahead.[/quote] [e digicons]:beer:[/e]