When you cancel the order to train troops it doesn't show that you get the resources back. I did a little testing and it seems you do get the resources back it's just the UI doesn't update to show they were returned.
PyroMancer2k
When you build these units they cost as much as several individual units so it seems like you should be getting a decent fighting force. But instead you seem to only get a standard unit. The unit has a number on it's icon but otherwise it's stats are the same. In combat they seem to do slightly more damage but they die just as fast as an individual unit after 10 HP.
Here is one of my many setups thus far to show my point. You can move from the farms in the south directly into Mountain City. Then move out appearing in the space next to the Palace in Capital City. And from there you can enter Swamp land or Capital City. Once in those cities you can exit on their far ends without any problems. All this on a unit which may only have 1
If you destroy a building such as a lumberyard, iron mine, wheat farm, or etc. Then the resource that was originally there is gone. This is annoying if your trying to temporarly free up some space. Though I imagine when the ability to destroy enemy buildings comes into play it will be an even more annoying bug.
If you hold down the mouse button to move the main map around and happen to mouse over the mini-map then it will grab the mini-map and start moving it around instead. This is a bit annoying as you don't re-click you simply are moving around the map and happen to move the cursor over the mini-map. I'm guesses there is no "on-click" check to begin dragging the mini-map and only a if mouse is pressed then drag. ;)
[quote who="Tasunke" reply="2" id="2592120"]Something even more frustrating is when a Unit cannot "escape" a city. It really pisses me off [/quote] Yea that is very annoying. I've discover that sometimes it's because the unit doesn't have enough movement. Other times it is the same graphic glitch as this. The unit actually did leave but it just shows them over the city. It's often best to move them out of the city by moving to a spot right next to the city rather then trying to order
There are 2 different times when this happens. 1) Whenever you load a game unless you can currently see the mountains then they don't show up even if it's an area you've explored before. They appear again if you move a unit over to the area to reveal the fog of war. 2) If you use the terrain modifying spells on a mountain graphic that covers multiple squares the whole thing disappears graphically even though some of those tiles are still mountains and impassible it shows as fl
It seems your use to the big studio's "near release betas". Where the game is mostly polished and very close to release. Well bad news is if your were expecting a fully built game that you could "play" then yep your likely to be disappointed. I'm a recent Programming graduate and one thing my Professors constantly mentioned was that different development studios have different definitions of beta and when something goes from being Alpha to Beta. They did seem rather consistent on the
If you send a Pioneer to resource you have already built on you can build another building there and get more resoures. You can only seem to select the building on top and it may only show your getting +0.5 Metal from the mine but your total metal income maybe something like +2.0 from being 4 mines there. The color of the building on the map gets darker with each additional building you put down also. [Suggestion] While on the topic though I figured I'd mention the balance iss
Actually I was never overly found of the local economics in a lot of games. Don't get me wrong I'm a huge Civ fan but it always bugged me that I couldn't setup bread belt cites to feed large capital or production center cities. This doesn't even make that much sense on the medieval scale as large cities were often supported by near by farming villages. As technology improved the distance between resources and the cities that use them continued to grow because of faster transportation
Well the game already has one building that is unique, the Palace, so it's no like they couldn't add more. The question is would they be unique to just your empire or the world? As that might require a bit of code change to have it check all empire's cities so that only 1 empire can build it. Plus it seems to register buildings as being in the world once they start construction so you can't queue up more then your suppose to which means it would simply be a matter of who manages to start the
I think the current system is just a place holder. I think a lot of things with stats are going to be subject to change when the combat engine is put in. Right now the focus is on the strategic level of play and stability. As for how it should be handled I think equip should not cost any of your starting points. Your starting points in a game like this should be reserved for how stats and abilities. Things you keep with your character as it's likely at some point you wi
So far you can already give your units 1 skill. Give them the Pioneer's pack and they can build on resources. :) The game is drawing a lot of insperation from from MoM which each unit was very unique and did have their own skills. Even games like Civ have added the ability to "level up" units through promotions which modders have then used as a way to give them special abilities, such as in the FfH mods. So I think odds are there will be unit skills. The problem is this is ear
I used the same "World Name" on my games all the time and was beginning to think the map generatored used the name as a seed. Then I heard in IRC they are using the same map. I just found out about the game a couple weeks ago and got into the beta this weekend so I haven't had time to catch up on everything. I'm trying to read as much as I can to come up to speed on everything. So I'm bound to not know a few things. Just so you know your not alone. ;)
[quote who="Toppins" reply="61" id="2543039"] FfH is great, too bad it's stuck with that terrible Civ4 combat system. Still great fantasy 4x for the time being. [/quote] Yea I know. The mod is awesome but somethings don't quite fit well with civ4 combat setup. Units being able to summon other units for "free" every turn opens up a world of hurt. I discovered how powerful it was when the AI summoned a whole army of wolves and zerged the guy on the othe
That's the same error msg I got. I did a report also. And I'm also running 0.299. https://forums.elementalgame.com/380174 The top of the debug.err says the build ;).
Sounds like something is not getting cleared out of memory. That's the only reason I can think of that rebooting would help fix the problem. I'm a bit more persistent and I usually try 3-4 times to load a file and it usually works. I should try rebooting though as mine is loading lessing and less.
So you put in the ogres on purpose? Evil [e digicons]}:)[/e]
[quote who="Akitoscorpio" reply="3" id="2591383"]Ditto Shields dont equip on characters and Bows dont even seem to come with the research.[/quote] I have the same problem with the shield not equiping when I find it for my Sov. The Bow issue I think is because if you look at what the Bow research "unlocks" there is nothing in the list like the other weapon items. So I think it's a matter of no bows are in the game yet. :)
Enemy units and sometimes my units are not where they appear to be on the map. The token shows the unit is on one tile but mousing over them and nothing happens mean while when you mouse over a tile a few spaces and selecting the tile shows they are on that space. Sometimes it won't even show the enemy token even though when I mouse over the square when trying to move it shows the attack cursor. These times aren't like the unit is deep in the fog of war or anything as the unit maybe 1
Most times the game either loads a save fine or seems to freeze and I force shutdown after waiting for about 5 minutes. But this time was different as it crashed to desktop. I thought it a fluke so I tried again and sure enough same crash to desktop. Here is ERR file text http://pastebin.com/rMsDXcrc Here is my Dxdiag file text http://pastebin.com/8kPF1H6p I don't know if it has something to do with this save file cause it'
Nothing wrong with a good chastity belt. [e digicons]:D[/e]
Actually if you hit New Game then back out the load button is selectable again. Though most of the time when I try to load a game this way it locks up. But that could just be because it seems to lock up most of the times I try and load a game. :P
When I tell a unit to move if there is another friendly unit in the way it goes around. In open terrain this is fine but if it's blocking a small pass the unit tries to go all the way around to get by. It should simply go through the square that is already occupied since it's your unit. I can manual tell it to move onto the space with the other friendly unit then select it in the newly formed group and tell it to move out. This is a bit annoying as the same thing happens with cities t
Any chance the engine supports multiple "worlds" at once? I'm thinking have some explorable dungeons. Master of Magic had a whole over world to conquer, while over games like Age of Wonder simply had explorable caves that connected other parts of the map. It would be awesome to have an underground world as part of the game to explore. Of course that might be a bit much to expect of the quest system to make little explorable dungeons and not the simple popup location with a few monsters to kil