Imperium has always been a problem. Never worked for me. Old posts for prior versions say to raze any nearby cities to bypass the limit on how close cities can be. Can't personally confirm that.
LordCobol
I really, really think that population should (slightly) increase research & production, much like I think it used to. I want to feel like I'm getting something out of my huge-population late-game cities.
Mixed feelings about some of the above. But agree with [quote]5. Bows and swords are too late game. Much harder to get then even magical staves. Maybe move daggers and short swords down a tech and make the first bow tech cheaper.[/quote] Historically, bows were invented before swords -- actually, I should probably say "pre-historically". And this one is a promising starting point [quote who="DsRaider" reply="10" id="321
I always keep 5 generations of saves, which saved my ass twice in current campaign -- total about 4 hours play needed to be re-done because of toxic save games. But it is still a bug and needs to be reported if the game dies either saving or loading. Devs need the crash zip and the messsed-up zip might help too (?)
Sequence: load this save game https://dl.dropbox.com/u/8928343/a1.EleSav (it automatically fights - which is probably a bug, but not my main issue now) try to save right after the fight - it dies crash zip https://dl.dropbox.com/u/8928343/FallenEnchantress0_95-2012-08-26T18-31-13-484.zip
:( How do I get out ???
Destiny's Gift & Destiny's Insight are way overpriced.
Moderate/small parts collection, except for 2 whole intact retired PCs (win-95 and win-98se). Would be 3 but my first XP box found a second home a couple years after retirement.
[quote]Don't get me wrong. I'm totally in favor of a vassalization option, to help eliminate mop up. But vassals should be a Civ that goes independent, stops expanding beyond whatever property they have left at the time of vassalization, stops building their filthy outposts on my nice clean borders, pays you a % of their income and research, and counts towards a conquest victory. And it should be harder to effect than a peace treaty, which still leaves an active competitor
I think they could get rid of a lot of the city spam by: 1: Make all the "whole empire" bonuses "one per empire". 2: Make more "whole empire" bonuses, especially for level 4 & 5 cities, so there would still be as much overall "per empire" bonuses, and there would be more motivation to build big cities. Or else increase the bonuses from the existing bonuses 3: Eliminate the 3-turn minimum build time -- again, makes big cities desirable instea
Sort-of agree with OP, but it depends partly on details of implementation. If they could make it faster to build things and tweak it so some cities would spend more time being idle while top-line specialist cities focused on building stuff, then ok. Otherwise ..... AoW:SM really did handle this well, like everyone says.
Is there a spell we can cast to make the devs do what we want? Other than the magic incantations above?
Agree strongly with point 1. Anybody (else) ever read up on Troy. Sacked/razed/burned and then rebuilt on the same spot a bunch of times. A good spot for a city is a good spot for a city.
Yes, they really, REALLY need to permit my units and my caravans to be temporarily on the same square. Long overdue.
"farmland" ?
[quote who="CdrRogdan" reply="3" id="3210436"]There are now enough buildings that I often cannot complete them all before the end of the game and this 3 turn limit is no longer necessary. Not to mention it functions poorly with the idle bonus that is rarely utilized.[/quote] +2
[quote who="Ratatosk7" reply="47" id="3210338"]Small and medium for testing. Medium and large for fun.[/quote] Argh ! No ! Testing on small & medium means that large-map issues don't get found & fixed. And it shows.
another thread https://forums.elementalgame.com/429575
Same issue for me on my new Win-7 box, but not on ancient XP box. Both have the game installed to the same non-default location. Another thread on this https://forums.elementalgame.com/429492
[quote]the minimum construction duration of 3 is really messing things up.[/quote] agree [quote]I can manually rush them (for an income, which is cool, but probably not intended) after one turn,[/quote] agree exploit/enjoy it while you can. [quote who="Bill Farrar" reply="1" id="3210189"]I plop them down for resources or terrritory and then forget about them[/quote] So did I at first. That's the problem.
Yes, it was in beta 3 too. Has been mentioned before. Quite annoying.
[quote who="Malleus_magician" reply="13" id="3209470"]jmccrea, i just decided to tough out the long wait to redownload the entire game, and it uninstalled and reinstalled correctly with the new update. working like a charm![/quote] If no good tips show up here, I'll try that later, after the next version comes out. But I hope the next version will have a fix. With my internet connection, they could almost write new versions faster than I could download the full files
I gave it only "fair", mostly because of the crashes -- on my old XP rig it is FAR to unstable to go gold. Also I couldn't get it to install on my new Win-7 box. There are support posts on this. Like the city specialization, essence and ability to reshuffle the build queue. Other issues: city spam - worse now because outpost don't do their own construction, so you need lots of cities to spread the load. need a reminder when yo
crash zip https://dl.dropbox.com/u/8928343/FallenEnchantress0_95-2012-08-20T12-50-59-328.zip debug.err https://dl.dropbox.com/u/8928343/debug-load-crash.err the save game https://dl.dropbox.com/u/8928343/a4.EleSav this slightly older save game is also bad <a href="https://dl