Lunargent
Warlord
- Joined
- Feb 1, 2006
- Messages
- 299
I figure that it will be much easier to discuss issues that come up while testing phase II in a thread, as opposed to zillions of private messages that probably mostly all say the same thing. Kael agreed to let me start this thread.
I'll repeat what I sent in my PM here to get it started.
I'll repeat what I sent in my PM here to get it started.
me said:I've not had many issues with 1.1 so far. Everything is so minor or obvious that it's hardly worth mentioning, but I'll do it anyway in the name of completeness. Perhaps you should make a phase II testing thread in the forums so we have a place to discuss issues that come up. The new spell-casting system works pretty nicely. I like that if you have a stack of four mages upgraded from adepts, you don't have to seperate them out to have only one cast haste.
Obviously in progress:
]City names are missing
]Flags are all the same
others:
]Arcane barges lost the ability to cast
]The mage line of fireballs is meant to be seperate from all other promotions? It seemed a bit confusing to be able to upgrade an adept to fire I, and not get access to a fireball spell, while the mage did have access to such a spell.
]The new haste buff gets pretty anoying when you have a ton of enemy cities converted to your religion and they all have adepts in them casting haste every turn. The spell noise should be toned down a bit, since every time I hit enter, I get a loud boom. ( I've converted alot of enemy cities)
]Did you change the winter palace cost? I don't seem to recall it being 800 hammers before. In any case, I've been building it for a million ( ok, maybe 100)years in some barb city I captured so that I can have an expansion area for waging war on the other side of the map.
]Garrim Gyr shows up in the score window as Luchuirp, the civ name, instead of his name.
]I'll have to double check this, but I think the creative trait was giving me +7 culture per turn instead of +2. It was nice, but I dunno if you meant for that and probably overpowered. I was getting that amount in brand new cities with nothing in them anyway. I've not yet checked other civ types to see if they're also getting more.
]You might want to add a movement cost to the elves ability to create a forest. I could create sometimes 3 forests a turn. Nice, but probably overpowered as well.
The new hawk range really makes them worth using. Now I can get an idea as to where I want to go, instead of bumbling into dead ends all the time, a nice improvement.