This is what I notice still, some of this is simply my thoughts, couple are still outstanding bugs. Game is getting a lot better!
*City list - Clicking on a city name did not center my to that city. Clicking on cities production did not take me to that city to pick production or bring up a production queue. Same with units production.
*Clicking on details and then picking an options looks to be a few clicks more than necessary.
*When My hero completed the Magical Compass quest he disappeared in the FOW till next turn.
*When adjusting the slider for music volume the music was crackling.
*AI still asks to make treaties but will not accept any treaties.
*City HUD still cuts the end graphic for production amounts.
*When the AI researches more quests and updated goodie huts it blocks new city location to early in the game. Turn 50 and I was blocked from a great placement for a new city because there was a Dark Mithrial Statue. This also goes with taking up building squares in my own territory I'm still forced to research to clear them so I can build on that tile.
*Having early quest spawn there completion points to close to enemy territory create a situation where if the AI territory expands you are forced to go to war with them to complete the quest. This goes also for the starting Hut to start the quests in the early game.
*Still cant move the City level up pop-up menu so I can see the HUD of the city or the resources it controls. Granted it centers on the city but it covers it up. (would be nice to postpone the level up indefinitely, could make it a (!) next to the city name on the city management screen for a reminder a LVL up bonus is ready)
*Quest taking up the whole screen takes me away from the game. If the whole thing was the same size as the city level up pop-up/learn new spell pop-up it would feel I wasn't whisked away from the elemental world. (this also goes with the marriage full-screen)
*In unit design menu the "other" equipment/hair have a attributes and cost associated with them all. They never cost anything or have any attributes.
*In unit design there are still no color options for Hair or anything else.
*Still creating new units I will not make. Most of us create our own units and customize the name and everything else. I think a message that says new equipment available to create and upgraded units available is a better deal. Or may be a option in the game play options to toggle auto unit creation on and off.
Turn 116 in.
*Pioneers are still running around unescorted and founding cities next to players units when at war. (Its a walk in and take next turn)
*Single units still cant be merged to groups after researching the required tech for groups. (this is on my wish list)
* unit path finding - when I send a unit anywhere and its a non hero unit, when it steps into a goodie hut during its auto move for that turn, I get the pop up saying "only a hero can go there". (suggestion, In Hearts of Iron 2 there was a check box in the pop up saying "don't show this message again". If you checked it you would not see that type of message anymore.)
*AI pioneers can demolish tile improvements with no combat ratting.
*AI pioneers in tactical combat move to engage when they should run like hell and escape.
You can also do a diplomatic agreement that lets you enter their territory to complete the quest.
this would be a good way to do it
Very neat idea. The middle of turn processing is no time to be forced to make what ought to be pretty important decisions about the character of a given settlement.
I installed the update a couple hours ago, but I'm not starting a new game since I'm on turn 390 of my old game & I want to finish it first. I did notice one thing different after resuming my old game .. not every enemy group that I attacked was "surprised." Some defenders moved before me even though I was the attacker. This could be a significant factor when attacking a large enemy group which includes spellcasters, so it would be nice to know what the factors are (now) which determine who moves first in tactical combat. I hope it's not just a 50/50 determinitation and there's some logic to it (variables that we can influence).
It is pure random till 1.1, so have fun with it. (temp fix for the attacker having too much advantage for going first)
I honestly like what I see so far, got way past turn 300 without any crashes or slowdowns, it seriously looks like you might have eliminated all of the memory leaks or over 90% of them.
Some issues though:
It seems that you have tied the number of units you can create to population. This is a good idea, but the cap is much too low currently. Meaning one level 5 city should be able to produce more than 20 units.
Also one request for modding, can we get the ability to make spells affect every attribute that a building would affect?
Example I would like to make a wall of stone spell that will increase the units in the city defense values. Unfortunately at this moment its impossible due to coding.
Another thing it would be nice if we could upgrade current soldiers armor and equipment when new technology comes along instead of deleting the soldiers and having to make new ones. Personally it would be nice to be able to access the soldiers equipment like you can a heroes and have them upgrade their equipment through the merchant just like a hero. That would be the quickest way.
* If you are zoomed out in cloth map mode then save game, when you come back to the game the cloth map is gone and it's in 3D mode.
1.09 rocks my face off. I did get an OOM crash but I was 300 turns in or so. I havn't really notices any buggy things that hamped my game play, ie mana disappearing, powers not working.
Temple of Essence is now one per faction instead of one per city.
edit: also, hiring a Champion with Royalty does raise all your city's prestige as advertised. woot!
Man, the game feels a lot different to me.
Some of the first mobs that I encountered had 20, 22, and 32 life! I had to actually learn a couple of offensive spells early, hide behind peasants and omgwork By the time I got all these caravan killing cretins dispatched, a kingdom I had not even encountered was destroyed by AI opponents, and I was at war with a twit that had a direct path to my capital. I fought my way down to his forward base of operations and took it - I gained 2 levels on a fairly short but bloody walk.
My economy has been freakishly hard to get kick started and I am finally making money, but war is eating it up as I am garrisoning like mad before some other kingdom decides to try and take advantage of my relative weakness by declaring war. I need to get to a peaceful state so I can build 4 or 8 man teams of stronger units.
I also built a custom leader.... I am going to tell you now, taking CRAZY as a weakness is sort of challenging unless you can gain mana away from town (which, of course, I can't). I was thinking, gee, I never have to use very much magic early on - surely I can build something to get extra prestiege before this is a problem... And then the 22 health spider came strolling in and being crazy was troublesome.
But heck yeah, the first few hours with 1.09 have been fricken fun.
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sounds like some good progress, I'm waiting to play again till 1.1, just gonna keep lovin on my CiV till then. If this is any indication though 1.1 should be alot of fun.
Now that you mention it, that bug has been around for a while. Zooming in and then back out is the workaround, but it probably should be fixed.
It is literally a spreadsheet, and nothing more. It would be nice to put more functionality into it - such as right click to change production in the list, left click to zoom to city and change production. I'd rather have the option to make changes in the list rather than constantly zooming to the city and having to return to the list.
The problem with changing building production from this screen is that you would have no control of where the building is placed.
Obviously this wouldn't be a problem for selecting unit production but they would need to build an interface so that you know what stats and equipment the different unit types have before selecting which to produce.
The short term solution of just taking you to the existing interface would be fine so long as it takes you back to the city list screen after finishing your selection.
I have a little work around for this. When I name a settlement I put a G' in front of a gildar producing settlement, A' for arcane knolwedge, T' for tech knowledge. That way you can tell by the name what to upgrade on the city level up screen.
there i was stupid enough to write out gold/tech/magic in full when naming the city
mind you, i still am more disposed to there being more variety than just the 3 bonus and random units. why not material? metal? etc? or even rare items?
I made a post about this in the support forum, here, but depending what's causing this problem you might consider not fixing it but instead introducing a "Terrain view" because I find the "bugged view" is actually kind of useful. It's zoomed way out but it gives a nice overview of the terrain in a slightly more detailed way than the cloth map. Only problem is it's lacking most of the objects in the world, but then if it's a "terrain view" that doesn't matter.
That's gotta be a good feeling for you guys.
I actually have been doing this as well but getting tired of naming my villages goldville goldville2 metalville metalville2 etc. Kinda lame.
I hope I am not sounding like a complainer, I really really enjoy the game and these are just things I notice. I do follow the forums and know the AI work is for 1.1. Some things things are wish lists items and I'm sure some have been brought up before and are in the process of being repaired.
I to have done the Tech_"city name" and Gildar_"city name" method before, it was just a little silly after a few games in back in 1.0-1.8.
Yeah. That's why I just just put a " G' " , " T' ", or " A' " in front of whatever the auto namer gives me.
I know it is not proper English but if the auto namer is butchering the English language I think I am just kicking the corpse at that point.
If you name your cities 'Troius City', etc, then you can change the word City to reflect what kind of city it is. Example
Using Google translator:
A latin name for Coin: Monetalis
A latin name for Arcane: Arcanus (imagine that!)
A latin name for Knowledge: Scientia
So you end up with:
Monetalis Troius
Arcanus Troius
or Scientia Troius
I use a different language, but you get the idea!
http://translate.google.com/#en|la|
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