#1 is a huge issue for me. I don't want to have to look for the Zzz every turn, it breaks the smoothness of play for me. I expect more from the UI in a modern 4x game frankly. I think #2 is a nice suggestion as well.
Cymsdale
" Go into ElementalDefs.xml and change 0 to 1 ." I found that with about 4 seconds of Googling. Which is a lot less time than it probably took you to write one of your rants.
I'd like to know more about what caravans do. I can't find anything in the help about them. Do they move by themselves? If so, why does my next-unit key have to select them?
I think the game does lend itself well to a "player vs environment" experience. So the AI can seem like another kid in the sandbox who keeps walking over and kicking down your sandcastles.
If we wanted to stick with no random chance of death, I'd like to have more options to "retire" them beyond ripping the soul out and leaving a corpse. Maybe as a permanent fixture in a city in order to provide bonuses to units trained.
I smell a thread lock in the future.
I'd also like a way to view/change hotkeys in game.
[e digicons]k1[/e] I found it incredibly wonky that the mouseover doesn't show if it actually will cross thresholds. I thought "why even have this at all?"
I like a lot of these suggestions except for MP. As far as I'm concerned, any development time toward MP is wasted because it could be spent on better things. I just don't think 4X games lend themselves well toward MP, and I get annoyed when I read patch notes that have a billion MP bug fixes on them. [e digicons]:annoyed:[/e]
I believe food simply decides that maximum population for a city. Once you reach that, any +growth bonuses are effectively being wasted.
Yeah, sea stuff is among the list of things AI is generally bad at. I like Civ 5's way of handling it best personally.
[quote who="joasoze" reply="1" id="3262737"]It does a dice roll to see if it succeeds basically. It does not have to actually do it.[/quote] Ugh, it's stuff like this in 4X games I'm happier not knowing.
I'd love to have an option to block "end turn" if you have an idle city or a non-guarding unit with moves left. I think that option alone would fix about 90% of my UI issues with the game.
I had that happen to me as well. I had to move out of the square and then back in to get the loot. Annoying.
When I read metacritic reviews I simply ignore all the 10's and 0's and read the ones that fall somewhere in the middle. Those usually give you the best insight on a game.
http://pastebin.com/k45xptt7 Made another go of it and got the result above. It crashed during the turn change immediately after moving east from the iron mine onto the hill next to it.
[quote who="Mhantra" reply="18" id="3257963"] Thanks for sharing your venom. Now go frack yourself.[/quote] I was a huge fan of Fall from Heaven and Gal Civ 2, so it was an easy choice for me to pre-order War of Magic when I heard about it. Unfortunately, the game ended up being a severe disappointment to me. So getting Fallen Enchantress for free was a big opportunity to hopefully get the kind of game I would really enjoy, but I didn't get my hopes very h
Well, I made another go at the tutorial from the beginning. During that same part (walking east though the woods) I had the game freeze up on me.
Crashed during the tutorial. During the part where they want me to explore east while waiting for the pioneer to train. I clicked my unit a few times toward the east, the graphics got all weird, and the game crashed out. Unfortunate, because I was liking what I saw so far. :( There was no zip located in the ProgramData that I could find, but here is a link to my debug.err paste http://pastebin.com/jGy6ft2d