TeeWeeHerman

TeeWeeHerman

Joined Member # 3373205
1 Posts 6 Replies 8,350 Reputation

I spent the weekend swatting away nearby Capitar to give me a run at the swamp wildlands, killing the Ruin of Summer (nice tag!). Wretched monster, but in the end, nothing two of my flunkies, a Juggy and some cannon fodder couldn't handle. Well, the cannon fodder didn't handle it very well, but they're not complaining. Not anymore in any case. Anyway, I'm disappointed now that my quest log doesn't show that I've slain the beast. All this hard work, and nothing

0 Replies 4,244 Views

I'm glad I'm not growing senile and you've figured out the Tax Office -> Gildar thing. I've only had one town-heavy game where I had more than 1 town that had Tax Offices. The modal windows I know about are: City levelling Hero levelling Messages from monsters Diplomatic offers Maybe others; I'll take a note when I play the game next.

31 Replies 111,811 Views

[quote who="Darxim" reply="16" id="3315495"]@TeeWeeHerman: I added some of your suggestions. I paraphrased some of them to be clearer. The others I have questions about before I add them. Can you elaborate on the modal window issue? In regards to the Gildar/Research suggestion, are you simply suggesting that you can set a Conclave+ city to research so that it doesn't appear idle in the Empire Tree (that's what they call the bar on

31 Replies 111,811 Views

Would you mind me suggesting a few things that should be fixed? Keyboard movement: I would love to be able to use the NumKeyPad to move units Make modal windows not modal: I want to access some information screens before I make decisions. When you have popup messages (like when a monster says something when it's standing next to you), add a "Go to event" button so I can actually see what is triggering this event I'd prefer separate "Gildar" and "Researc

31 Replies 111,811 Views

Crafting would be very low on my wishlist. Things that are far more important to me are: UI (soooo many things to improve here!) Diplomacy (as in, making it work) Making factions more diverse / unique Make the game fit the lore more (Militia archers for Ythril...) I don't care much about the actual mechanic as long as it's usable by both me and the AI, it adds significant advantages at significant cost (in other word

58 Replies 172,298 Views

Playing an Ythril campaign and one of my cities gets attacked. I have some defenders and, as usual, a group of militia spawns. In that group however, there are archers! For Ythril. You know, those guys who don't have any ranged weapons! This breaks the uniqueness of the factions and pulls you right out of your immersion. I have painstakingly nursed an archer-unit I've gained through a quest and now, out of nowhere, I learn that my faction can, after all, learn how to shoot a b

2 Replies 6,215 Views

Due to some aggressive expanding (AKA war of conquest), I suddenly have caravans running to and from new places. One of those caravans just went right through a Haunted Land (one of those quest areas). Entering one of those lands should be a conscious decision, not simply a caravan blundering into it. Also, why did the road run right through it? Now, those units are slowly leaving that land and will be marauding my borders soon I guess.

0 Replies 4,170 Views

[quote who="Stuie_" reply="3" id="3311795"] quoting post One, this game is quite unforgiving, due to the scarcity of land that you can settle and the hostility of the wilderness. I haven't found a good way to get a good hang of things yet. For a more enjoyable map, try this mod: https://forums.stardock.com/433981[/quote] Thanks for the suggestion. I'm still going through the regular

12 Replies 18,595 Views

[quote who="Sanati" reply="7" id="3312117"]I'd normally not agree with a suggestion like that, but honestly there's no reason anyone should be using a screen saver anymore. It was designed for early CRT monitors where a static image displayed on the screen for a long time could permanently "burn" the display. Screen savers do not save power, and having one running on a modern display instead of turning it off will actually reduce the lifetime of the display considerably since the back

12 Replies 18,595 Views

OK, here goes: 1: Let me use the keyboard to move my units! NumKeyPad would be excellent. 2: Identification of ZoC. For example by selecting a tile, include the name of the owner if it's in someone ZoC. Add an extra symbol instead of relying completely on colour, to make identificatio

221 Replies 589,362 Views

Just a few simple words after a few rounds of play. One, this game is quite unforgiving, due to the scarcity of land that you can settle and the hostility of the wilderness. I haven't found a good way to get a good hang of things yet. I find the user interface annoying. It hinders much more than it helps, obscuring things that shouldn't be obscured. Examples are: Army management: why can't I organize my armies in situ. Drives me crazy. It can also ea

12 Replies 18,595 Views

Just met an Altar led by the Oracle. This is getting annoying. I can't remember the exact situation the last time this happened (have to look through all my saves), but now, they were both Altarian red, so I cannot tell the difference between them on the map. Again, it breaks immersion (important for a game where RPG is a strong element!) and it now even hinders gameplay. I do not agree with the post above that this is an acceptable solution: I'd much rather have it so

3 Replies 7,738 Views

Thanks all, especially Mumblefratz for your elaborate answer. It's a pity there's no in-game way to get this inforamtion. It's one of those things that make this game uneccesarily harder, because this way it forces people to connect open knowledge from different screens that should be available to you in an obvious place. Well, it's a minor quible anyway. Thanks again!

8 Replies 16,177 Views

Is there any ingame way to find out what modules are available for a given starbase? I know the game knows the amount, because it tells me on the map. And I can find out which ones are already installed. I just can't find which ones are available without sending out a constructor to upgrade it.

8 Replies 16,177 Views

I understand that's it's easy to crash the economy. It's easy enough to do this without leasing in any case :) But once you knwo what you're doing (which can still take some time), will leasing not become much more viable? For two reasons: if you can lease your way into winning, then who cares about your economy (this assumes a small enough map or endgame situation where you're able to finish the game before the pain that comes from lease costs start to matter). And if you can postpon

28 Replies 19,712 Views

Sorry to necromance this thread, but here are a few thoughts of mine. I've only recently purchased this game (EU version) and wondered about the way you all seem to avoid rushing production. In Civ, there's a large premium on turn advantage. In particular, there seems to be a very strong tendency to sacrifice population for construction (the power of the whip). I wonder why there's such a negative view on leasing here. A priori (that is, without much experience on the game its

28 Replies 19,712 Views

Depending on where you live, it's not clear to which degree EULAs are enforceable. In Holland, it's arguable that an EULA is a "general conditions" type document. And consumer rights on such a document are strong. To have effect, the general conditions have to be presented in paper to the consumer at the moment the contract is made (that is, the moment of the actual sale). If that's really unpractical (again, the goal is to protect the consumer, not to make life easier on the seller),

63 Replies 79,514 Views

Jumping back into this for a second; the demo is confirming most of your input. Thanks for this discussion. I think I'll skip this title for now, but I will keep an eye out for developments. A parting shot: I definately miss something in battles too. Although, in contrast to Athlone Wolf who wants more tactical input, I'd actually want less direct control, but a more sensible group control. Has any of you played an Airborne Assault title by Panther Games; an operational

27 Replies 111,025 Views

[quote who="TeeWeeHerman" reply="15" id="1920983"] Battles play like a larger scaled wargame. Just get your units at the right place and battle will ensue. Targetting decisions is almost always obvious and concentrating fire on 1 ship at a time seems the way to go. Defensively, the only thing you have to worry about is straying out of range of your defensive gun platforms. Not a bad thing though. [/quote] One more thing, added to this: I have a slight fear that battles may d

27 Replies 111,025 Views

Thanks again for all the replies. Most helpful. The demo looks fine, though it will take a few more goes before feeling comfortable (e.g. only in my third attempt did I notice a structure called "Capital ship factory" I could build). Pirates seem a bit of a pain in the bum. Is this always the case? My personal observations, judging from what I've seen up till now: On a scale that goes from C&C - Rise of Nations - Civ, this one seems to sit in between RoN and

27 Replies 111,025 Views

hanks for the responses so far. Useful insights! Haree78: I'm glad to hear that micromanagement and fast clicking is not so important in SoaSE. By the way, is the game pauseable in a meaningful way (that is, can I give orders while paused)? GHenrikG and Haree78: you give opposing views on this. Can you elaborate a bit more, maybe from your initial expectations? It seems to me (but that's interpreting your words) that Haree78 is pleasantly surprised at the depth that they were

27 Replies 111,025 Views

I'm looking for your opinions on how this game "feels", just to see if this great looking game is something suitable for me . To make this more than a random crapshoot, the following: I do not care for multiplayer. Any argument on the basis of the strength of its multiplayer arena is irrelevant for me . Things I like: Civ, Civ4, original Colonization, SMAC, R:TW, M2:TW (both TW only in campaign-mode), XCOM, Airborne Assault-game

27 Replies 111,025 Views