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Messages - nindustrial

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AtG - General Discussion / Re: Help please in first serious game.
« on: January 30, 2019, 03:34:01 PM »
Hi, I had this issue too as all the cities look the same & the tooltips don't identify the city.  However, if you actually click on the city tile (probably have to click twice: once will bring up the army, the second will cycle to the city on the tile) it will show you the name in the lower left info panel.  Do that on all the cities until you find Constantinople (or Rome for the West).  I then just made a note on the tile so it would stay labeled for me.

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AtG - General Discussion / Re: Suggestions Thread
« on: January 29, 2019, 08:44:11 PM »
Hi, having a lot of fun with this, but a number of suggestions for the future:

  • Label the Roman capitals in the hover tooltips and/or use different city graphics to differentiate them (hadn't realized you could click cities to see their names & was convinced the capital I needed to conquer didn't exist).
  • Make the resources side panel hoverable or some way to bring it to the front when in the clan or other screens (it's annyoing sometimes to have to back all the way out of a screen to check what your resource amounts are)
  • Not sure if this is a bug, but after a Clan switches professions, the "upgrade options" icons (the green arrow pointing up) for past professions remain on the Clan's portrait; would be nice to hide those unless they switch back
  • Is there a reason old desire icons remain on a Clan's portrait?  Seems like it would be more efficient to just explain what desire was satsified on the mood indicator instead.
  • Again, not sure if it's a bug, but clans that engage in a feud and then are punished get a -2 mood indicator: -1 for being punished; -1 for not having their reciprocal desire to punish the other clan satisfied.  That seems overly punitive and possibly unintended that punishing a clan for a feud will just automatically give it -2 mood.

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AtG - Bug Reports / Old profession's upgrade icons still shown
« on: January 29, 2019, 08:34:43 PM »
Not sure if this is a bug, but after a Clan switches professions, the "upgrade options" icons (the green arrow pointing up) for past professions remain on the Clan's portrait.

Also, if at least one upgrade is unaffordable, all icons are greyed out, even though you can still click & purchase affordable ones.

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I'm also seeing greyed out icons that I can afford.  It seems to be when there are multiple icons and at least one of them is unaffordable, it just greys out all of them (also, not sure if it's a bug, but upgrade icons from old professions never disappear from a Clan's portrait).

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AtG - Bug Reports / Re: No roman capital to conquer?
« on: January 29, 2019, 08:18:26 PM »
Sorry, it just occurred to me after creating this post to actually click on the cities rather than hover and I found it.  I might suggest including the city names in the hover tooltips and maybe even make the graphic for the capital different (more built up/impressive/etc.) from other Roman cities.

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AtG - Bug Reports / No roman capital to conquer?
« on: January 29, 2019, 08:15:29 PM »
This is my first game (so maybe something to do w/ initial seed?), but I've met the eastern roman empire, fully explored what I believe is their full territory, and yet I don't see any city tile labeled as Constantinople, so it's not clear I can win by conquering it.  Save attached.

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AtG - Bug Reports / No tooltip for active unit's profession in lower left
« on: January 25, 2019, 02:14:17 AM »
Save is attached, but I'm not getting any tooltip when I hover over the profession title in the lower left of the screen for a selected Unit.  The profession title highlights, or lights up yellow, when hovered, but no tooltip appears.

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AtG - Bug Reports / Unit movement issues & bug?
« on: January 25, 2019, 12:11:33 AM »
A number issues/bugs with movement:

During winter, my Explorer had 4 Move Points, but could only move to one Snow tile and it used all 4 Move Points (it was out of supply, but nothing in the tooltips explained supply decreasing ability to Move).  Unclear why this is the case (it may have had to do with moving near a bandit?  If so, there was no indication in the tooltips/help that there was any kind of "zone of control").

During winter, my Gatherer appears to be able to move onto Stream/Snow tiles for just the 2 Move points required by the Snow; it does not exhaust all 3 Move Points.  Furthermore, afterward, it can continue to move to another Snow tile despite the fact that it should cost 2 Move Points while it only has 1 point remaining.  This appears to be the case for other Units during Winter as well---able to move onto a Snow tile that costs 2 points despite only having 1 point remaining.

Also during winter, the pulsing range that shows how far a Unit can move is very hard to read on top of Snow tiles given they are both "white."  Further, during winter there is no orange pulse over forests despite the fact they will end movement like Streams (and as opposed to during other seasons when they do pulse orange).

Save is attached, and please let me know if I can clarify.

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Hi, not sure if this is a bug or a lack of clarity in the tips/help, but I'm wondering if this is working as intended:

At the beginning of my game, I have an unemployed clan with no discipline, and the Creative and Fastidious personality traits.  I would like to train that clan as an Explorer.

The Clan Management Screen states that training the clan as an Explorer should take 3 turns.  That number seems off; shouldn't it only be 2 turns?

As I understand it, for each level of the profession beyond the level of the clan in that discipline, it increases training time by 1 turn (minimum 1 turn).  Thus, a clan at Level 0 training to Explorer (Level 1) would need 2 turns (1 minimum + 1 level difference).  The Creative trait halves training in Discovery (which is where Explorer falls), and the Fastidious trait doubles all training times.  Thus, if you're halving a training time of 2 and then doubling it again (or vice versa, doubling to 4 & halving to 2), shouldn't it remain 2?  Why is the training time 3?

Thanks, hope that makes sense, as I'm unsure if this is a bug or just me not understanding the mechanic.

Thanks for the work on the game!

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