Get me a towel please - I appear to be drooling...
This is sexy =]
Is the change of difficulty 2 (or technically, 1) from "Warlord" to "Warlock" deliberate? Also Caesar is spelled "Ceasar" if you pick Romans but thats just pedantry!
I'm looking forward to getting my teeth into this one!
btw, thanks for TF register Dack. I'll be playing about with that later too =]
EDIT:
- Units move very slowly for me but that could just be my system.
- Menus (toolbar I mean, advisors etc.) only stay open on click-hold, where I think you could get them to stay open on just click.(Otherwise tricky to play on a touchpad on a laptop)
- No space between population number (under palace image) and little dude figure on original.
- As mentioned above, building a city adjacent to an existing one causes a crash.
- On the city screen (select what to build, etc.) the minimap which shows resources surrounding ought to show the city square as well.
- Units belonging to city or occupying city don't show in city screen (WIP?)
- The civilization the current unit belongs to isn't surrounded by brackets in the original (at least the version I'm comparing against; not sure how picky you want me to be =]).
- Roads currently buildable over rivers before discovering bridge building (testing purposes?).
- Movement over roads shows as decimal on original (ie. 0.2). Actually I prefer what you've done but it IS different =]
- On city screen, city resources per turn don't 'stack' as the city expands - they spill over into the minimap (actually behind it). It DOES appear to stack in the food storage window, however.
- Resources on city screen don't have a split to show used and excess resources (testing purposes?)
- Once a city reaches double digits, the number isn't _quite_ central. That's a game-breaker... =]
- Select next tech window has a black band underneath when the list is shorter.
- Contrary to an earlier changelog, I can't seem to activate units by clicking (or right-clicking). This only applies to settlers atm obviously, as militia can't sentry or fortify yet.
- Settlers should not be allowed to be added to cities with a size of 10 or more (testing purposes?)
I assume that other more obvious things, troop orders, no advancement indicator bulb, etc are WIPs at the moment? I need to refamiliarise myself with the changelog to see what is meant to work and what doesnt yet =]
Otherwise, I'm loving it and its going to be excellent when done!
EDIT #2:
Yep, I see that most of what I listed above is already on your to-do list =], the rest is aesthetics =]
This is sexy =]
Is the change of difficulty 2 (or technically, 1) from "Warlord" to "Warlock" deliberate? Also Caesar is spelled "Ceasar" if you pick Romans but thats just pedantry!
I'm looking forward to getting my teeth into this one!
btw, thanks for TF register Dack. I'll be playing about with that later too =]
EDIT:
- Units move very slowly for me but that could just be my system.
- Menus (toolbar I mean, advisors etc.) only stay open on click-hold, where I think you could get them to stay open on just click.(Otherwise tricky to play on a touchpad on a laptop)
- No space between population number (under palace image) and little dude figure on original.
- As mentioned above, building a city adjacent to an existing one causes a crash.
- On the city screen (select what to build, etc.) the minimap which shows resources surrounding ought to show the city square as well.
- Units belonging to city or occupying city don't show in city screen (WIP?)
- The civilization the current unit belongs to isn't surrounded by brackets in the original (at least the version I'm comparing against; not sure how picky you want me to be =]).
- Roads currently buildable over rivers before discovering bridge building (testing purposes?).
- Movement over roads shows as decimal on original (ie. 0.2). Actually I prefer what you've done but it IS different =]
- On city screen, city resources per turn don't 'stack' as the city expands - they spill over into the minimap (actually behind it). It DOES appear to stack in the food storage window, however.
- Resources on city screen don't have a split to show used and excess resources (testing purposes?)
- Once a city reaches double digits, the number isn't _quite_ central. That's a game-breaker... =]
- Select next tech window has a black band underneath when the list is shorter.
- Contrary to an earlier changelog, I can't seem to activate units by clicking (or right-clicking). This only applies to settlers atm obviously, as militia can't sentry or fortify yet.
- Settlers should not be allowed to be added to cities with a size of 10 or more (testing purposes?)
I assume that other more obvious things, troop orders, no advancement indicator bulb, etc are WIPs at the moment? I need to refamiliarise myself with the changelog to see what is meant to work and what doesnt yet =]
Otherwise, I'm loving it and its going to be excellent when done!
EDIT #2:
Yep, I see that most of what I listed above is already on your to-do list =], the rest is aesthetics =]