Just a regular movement turn, as I recall. http://dl.dropbox.com/u/8994230/FE%20crash/-2012-01-19T19-16-24-883.dmp http://dl.dropbox.com/u/8994230/FE%20crash/-2012-01-19T19-16-24-883.zip http://dl.dropbox.com
scottike
I played my first beta 4 game to a conquest victory yesterday and had a few observations: Upon capturing a city, the city and my units disappeared until I saved the game, exited, and reloaded. The unit icons were still on the left of the screen, but the could not be selected or commanded. On reload, the city was still not visible but the units could be selected and commanded to exit the city. Tactical battles did not always display the remaining hit points correctly, or else a
I've encountered a bug where one of my peasants set to auto-explore jumped into enemy territory. This brought up the diplomatic screen where I selected "leave at once". The unit didn't leave and the window jumped right back up. I tried this repeatedly, until I declared war to break out of the loop.
Thanks! That fixed it. Scott
Version 1Z2. Earlier versions (prior to 1Z) did not crash on the computer. I updated the video driver and disabled any advanced video features, but it still crashes. Scott
No, just levy large penalties on military and economic factors to reflect the chaos created by the Soverign's defeat. While he "recovers" (think Sauron in LOTR), these penalties are in place. You can tweak the magnitude and duration of these effects to balance the game.
Very, very promising! A nice blend of SMAC uncertainty with choices at each breakthrough. One question - after reseaching to Warfare III (30 pts), if I switch to Civilization I does it cost 10 pts or 40?
I would also like to see a Alpha Centari style, area of reseach effort. I really enjoyed adapting my play to account for what techs were discovered. If you emphisized warfare you could still get ecology techs, just less likely. It also helped when playing AI, since we were working under similar conditions and I wasn't tempted down a preset path of research each game. Even with SMAC, this method was still only an option, since some people wanted absolute control over the process, but I'
I also had this problem with pantheon last night. After about 8 minutes at the loading screen it finally progressed, but then everyone else had dropped.
Count me in for camp #3!
At first glance, Kyro's model seems to be a good compromise. There are two issues I see with some of the complex models suggested: 1) The potential for tedious micromangement as the game develops. 2) The ability for an opponent AI or player's governer to deal effectively with the complexity. I see no value in having a very intricate economic system in the single player game if an effective AI can't be developed to manage it. A question I have for the programm