A large majority of these items would be quite useful in the game. One has to wonder why the original devs left so many of them out (couldn't see the forest through the trees?). Hope the GalCiv devs will be able to implement the majority of these items. They should probably devote an entire upgrade just to the UI. [e digicons];)[/e]
Ambermonk
[Duplicate post deleted]
Thanks again, Derek, for an advanced look at the change-log.
[quote who="Borg999" reply="9" id="3306878"]Maybe they have addressed some of the issues you mentioned, but just didn't bother mentioning it in this notice. Seems like it would be more appropriate to list a laundry list of fixes, after 1.2 has been "signed off" on. [/quote] I very much hope that you are correct, but generally, I agree with Baddl. Why not spend a week fixing the 'easy' stuff? Then it would be done & over
[quote who="Derek Paxton" reply="7" id="3306601"]AI more intelligent about when and what it builds in its cities[/quote] Are you saying that all the default factions build the same things in the same order? I would hope that each faction would have its own set of 'faction' building priorities. Surely, each faction has its own separate idea of how & when things should be built (gives each faction more variety).<
[quote who="Sentinemodo" reply="20" id="3306915"]There was a good suggestion to shift outpost building onto scout units. I'd even go with engineers units, that would be able to build roads.[/quote] Frustatingly, I tried to create a unit similar to this but the game wouldn't allow it. I tried to create a 'Surveyor' unit that could build roads and could also raise/lower land as well. Isn't that what Engine
I had this problem also. I believe that I was trying to equip some henchmen with Champions Boots. Interestingly, after I played the game for awhile, without equiping them, I was able to equip them all successfully. [e digicons]:|[/e]
[quote who="Gaunathor" reply="3" id="3305629"] Quoting Ambermonk, reply 2 I wish this were true. In fact, when it comes to magic, henchmen can never advance past the 'Adept' stage. They can never become 'full' mages. If you have Pariden in your game, you can buy Spellbooks from them, as long as they have researched the tech and you are not at war. [/quote] Thanks. Good t
[quote who="Nibelung44" reply="1" id="3305423"]...they can do everything and do it well. [/quote] I wish this were true. In fact, when it comes to magic, henchmen can never advance past the 'Adept' stage. They can never become 'full' mages. I created a henchman called 'Surveyor' with 'Earth magic' that I was planning to create roads and of course raise/lower
Trading gives you roads between cities , Economics connects roads to outposts
I like the 'walls' & 'militia' ideas, but I think that outposts should be a little bit like towns. Each outpost should have some kind of default 'militia' unit to defend them - upgradeable, of course, with 'construction.' After all, they are outposts. There should be some kind of defense for them - and the mechanic for this already ex
I think 'ambush' encounters are a good idea for bandits and many other monster types - especially low-level ones.
Interestingly, I have to say that I pretty much like all of these ideas. Hope the Devs are reading this thread.
[quote who="_Flector_" reply="1" id="3302015"]I think that the game names the group after its strongest member. [/quote] Upon further review, I don't think this is quite true. Just as A Sovereign takes precedence over henchmen & standard military units, I believe that a henchman takes precedence over standard military units. This begs the question: Who gets precedence between henchmen?</em
We support you because you support us!
[quote who="Borg999" reply="2" id="3302376"]I beleive you can just place your cursor in the unit name box and type a new name over it. [/quote] This is correct.
I have created a henchman named 'General.' The problem is that sometimes the group gets named after him, and sometimes it gets named after one of his underlings. Does anyone know what the parameters are for determining what unit the group is named after?
Here's what I do; I created a 'Henchman' called 'Surveyer.' The Surveyer has 2 main jobs. First, he builds roads (as he levels-up, have him take 'path of the Governor'). Second, he raises & lowers land (must be 'Earth Mage'). So, after you create your Surveyor, get him enough experience to become a governor who can build roads. As he levels-up, increase his 'Earth' skills until he bec
[quote who="Heavenfall" reply="5" id="3301356"]If a monster moves into an adjacent tile, or if your unit does, the path gets cancelled currently. I'm not sure of the details when this gets activated, but it's there. [/quote] When this happened to me, the next thing I was told was that my unit (Pioneer) was under attack - and it was gone. [e digicons]8|[/e] What needs to happen is for th
I had this happen to me once. I was building inside a 'Wildzone' and was close to a stone wall. I knew I could change the terrain by raising & lowering the land, but when I tried, I was able to get the wall to disappear but I still could not build or move there. If you can, I think your best chance is to try and 'snake' your way around one of the obstacles - that is, if you can't
Can't you just delete these factions from inside the game - just select the faction and press delete?
[quote who="Heavenfall" reply="1" id="3301160"]It is likely considered to be working as intended. Do you have any examples of turn-based strategy games that handles this differently? [/quote] I believe in the Civilization series, when a 'pathed' unit is about to encounter an enemy, it drops out and gives the player a chance to deal with the problem. I know the Devs are aware of the pathing prob
[quote who="Kongdej" reply="8" id="3301243"] If you have already reinstalled, just delete everything in the "race" folder, and everything but the folder called "Icons" in the "Unit" folder I still wish they would make this an option with the patcher, to delete old custom stuff. Sincerely ~ Kongdej [/quote] I think that's a good idea.
I just looked up the book on Amazon. It sells new for 75 ¢ and used for 1 ¢. If you want to buy the Kindle edition, however, it will cost you $11.99! Whoever is publishing Brad's book is sure not doing him any favors with the Kindle edition. It should probably be priced for $1.99 and would sell considerably better.
I've had this problem also, but I never identified the cause. Good to know - until the Devs fix it.