In version 1.1 I played a game as capitar where I renamed Janusk shortly after hiring him, and then throughout the game about every 5 turns a clone Janusk would show up (Sometimes not named janusk) and allow me to hire him for free. Eventually I had about 50 Janusks supplying me 1GP per turn and ended up restarting the game.
greggbert
Is it because 1) You have an open quest identical to the one the hut would give 2) There is a limit to the amount of unfinished quests you can have total? 3) There is a limit to the amount of unfinished quests that one hero can start total? 4) Some other limit. And finally, how do you cancel a quest (potion lab on a distant island, or a fetch quest deep inside territory of a neutral faction you don't
Wow, if you're having that much tearing, then the VSnyc will just cause stuttering. I suggest you turn some effects down instead.
I am also very happy with 1.1. It was awesome to see it come together after all those beta patches and user suggestions. In my city walmart has EWOM on sale for $15. With 1.1 patch out that is a complete steal. I'm giving it to all my fantasy game fan friends for xmas.
I research magic first for the shards, and then diplomacy, for the roads. It's a lot of mana to give up if you don't build your shard temples ASAP.
That's nothing! Try installing Mass Effect 2 from impulse (REQUIRES 36 GB Free Space). I'm still looking for things to delete 2 weeks after purchase.
Stardock has made lots of decisions in this design that ingore fan suggestions that are not in the direction of the overall view of the product. They seem to only incorporate those that make sense. I'm happy with the willingness to re-do a lot of things that appears to be "done" in order to fundamentally improve them.
The groups are really just units. I see no need. They only behave differently when they get damaged. Otherwise they are identical.
Some suggestions: 1) Source of gold [Taxes] – every person gives 0.1 gold per turn, 10 people -> 1 gold per turn, [also called Taxes] which will be modified by buildings and town level modifiers. 2) Resource of people available to work. This shows your available working population. Training people as soldiers takes 1 person. Groups train multiple soldiers into a single unit and take mo
Thanks. Determined to finish a game!
I am currenty recieving beta updates, but now that 1.1. is released I only want the real ones. I have not yet updated to version 1.1. What is the correct procedure for doing this cleanly? I currently have 1.09u and have not started impulse today. Please state the corect order to ensure that I get the released 1.1 but not beta patches after that....
If you don't randomize your resouces, the map designers did a good job at placing resources in interesting and sensible locations, I think. Then you don't end up with no food and three lost libraries,
I agree that considering the defense of the units shold be given more weight. I've had higher combat ratings than bears that I could not damage. I am not sure that magical abilities should factor in, but I have not played enough games at the mid and late range to know for sure.
My cities don't get oak speak until they are leveled up to 2. An interesting feature would be to not allow new weapons and armor on heroes to be bought unless you build markets.
Another bug which works in the players favor is that the AI will not found a city if you have a unit within 3 squares of the pioneer. I kept a guildar pioneer in a "holding pattern" for as long as it took to build my own pioneer and then move it to the site.
Bug 1: You have a stack of units. One of the units moves out of the stack. Animation shows the unit walking out of the stack. Move the second unit. It moves without animation (disappears and reappears in new square). Bug 2: Take a unit in a city which has 2 more more move points. Move it directly to a square 3 or more moves from the city. The animation shows the unit walking
Keeping units together for combat bugs were fixed, but the downside is that any unit exiting a stack (including emerging from a city with other units) only gets the movement points of the slowest unit). This obviously can fix some pretty bad exploits but it's a little annoying. At least you get free movement when exiting a city (1 square free).
Agreed something specific such as "This raises your notable location level to 3" would be handy.
I named him Tinactin. It makes him more tough actin'
As long as you don't change hte way it works, more info is always more fun.
I am so afraid that they will nerf the monsters I'm almost willing to say it's perfect. It would be 10 times worse if that the monsters are too weak than a little too strong. Only affects the first 30 or so turns. If they are too weak it makes the entire game more sucky.
Save up more shineys. It's just like going out to a bar. She won't talk to you if U don't has da benjamins.
I dont' think it fits very nicely into the game, to be honest. But if it did, maybe you could get an option at the end of combat that would allow you to ransom or release heroes in exchange for a diplomatic boost with your enemy. But I don't think it should go any further than that, and even that seems kind of excessive.
Looks great. Now we just need some nicer looking hats. I'm tired of all my heroes looking like this: Janusk is looking for a soverign to aid.... And a really cute purse!
You can see it in the bottom left. In earlier builds they only showed prestige and guildar but now they show arcane and tech so it's easy to decide.