+1. I thought I read somewhere that this had been addressed, but obviously it hasn’t.
Kael
2002
The process is that you go to a quest location and it asks you if you would like to:
- Do this quest
- Or not
If you choose to do the quest it sends you somewhere. There is never a time limit on when you go to the somewhere, so you can follow up on it as you like. The change we made was that when you go to the somewhere you have an additional choice (since there is usually a battle there) to leave it and come back later. Also we changed it so that if you lose the battle you can come back and try again.
The first choice though is the one thats probably confusing you. You probably want to just accept it and then worry about going to the next step later. Instead you are choosing the option to nuke it entirely (not that the flavor text makes that very clear).
We’ve talked about just leaving quest locations there until they are done (there is no option to nuke them). But sometimes the block city placement and generally get in the way.
In the meantime, just accept the quests, the nobleman doesn’t care if his daughter is 120 when she shows up.
Stealth faction ability now costs 2
Obsession’s production bonus is no longer multiplied by the amount of materials in the city (I’m going to pretend like this is a balance change because it makes me feel better than admitting that I implemented it incorrectly)
Ohh, these two are going to make the game much harder.
I can’t argue with either, but ouch.
Dejin
2004
I’ve seen this before. My belief on what’s happening is that (1) you must have a forest square to build a logging camp and (2) in preparation for building a logging camp the first thing that happens is that the forest is removed. So you are cancelling the build of the logging camp after the forest has been removed, but before your workers have completed building the camp. When you try to requeue it, you can’t because your workers just cleared the square and there is no forest left.
Not sure if that’s working as intended or not.
Hmm… Seems like after the patch i just get CTD.
Loading screen works and autologin, but at the Main menu the game will crash. Weird.
Edit:
Seems to crash due to something in the /screens/ folder. As when I removed it the game would launch, play the intro, the overlay thingy would load and I’d get a black “menu” screen but no crash.
Edit2:
So; gotten intro to play and the main menu to display (without any options). Progress :-)
Edit3:
Tracked it down to “OptionsWnd.dxpack” (72ba06b46070cd6a43d5ddcdf8b2aecf *OptionsWnd.dxpack)
Without that file, I can play the game. With that file in the /screens/ folder the game will crash.
Any ideas?
robc04
2006
I have to say this is my favorite initiative system I can remember. It doesn’t simply determine the attack order for a round (there are no rounds) but can allow a faster unit to take more turns than a slower unit.
Alstein
2007
The init system still needs a bit of work in regards to spells and weapons and their interaction, but the system is good fundamentally.
Alstein
2008
The init system still needs a bit of work in regards to spells and weapons and their interaction, but the system is good fundamentally.
@instant0, this worked for Telefrog earlier, take the sdoverlay.dll out of the directory and see if that fixes it. Could be conflicting with something.
Ironically, that no longer works. Now the game crashes for me at the main menu whether or not I mess with the overlay.dll.
A new player couldn’t know it would work like that.
Even if someone who knows that you have to accept them and don’t choose “not now”, he may doubt because he doesn’t know ALL the quests beforehand, so he can think (and here “he” means “I”) that maybe some of them are timed quests, maybe others liberate a wandering monster, etc etc
And if it’s something that you have to always accept and never cancel, without any drawback… then why you have the message box with the 2 options, yes/no, in first place? Just start the quest automatically when you touch the tile.
See the update I made; I tracked my crashes down to “optionsWnd.dxpack”.
checksum; 72ba06b46070cd6a43d5ddcdf8b2aecf *OptionsWnd.dxpack
Tried with renamed SDNXLOverlay.dll and the optionswnd file back in screens and game crashes again.
Edit: Must say the game looks strange without the elements from optionswnd ;) But at least its somewhat playable.
Oh well; think i’ll download the full game again and see if that works. Unless someone can send me a optionsWND to try with.
hmm; Game is playable until I need to exit, load or save whilst on a map :) Guess i’ll need a working optionswnd.
Giaddon
2013
TurinTur: there needs to be a way to clear the tile.
The reason we don’t have them just auto accept is that then in order to clear a spot of land of a quest location you HAVE to do the quest. By leaving the ‘no thanks’ option at the start there is a way to empty the tile without having to do the quest…
Giaddon
2015
I agree the text shouldn’t be “not now,” but something like “clear quest.” Something final.
RichVR
2016
Turn down quest? Refuse quest? Take off, hoser?
robc04
2017
I had an easy time winning my first game on normal, so it looks like the next one will be on challenging. Normal is probably too easy for anyone with any experience playing this type of game since I made a ton of mistakes since I was learning as I go. I played the tutorial, but didn’t read the manual yet. Just for a point of reference, my score was 6000+, so in the middle of the ranking at the end. It would be nice if there was a tooltip or something explaining how the score is calculated.
I encountered a weird movement issue on one part of the map. I tried to move my guy to a tile next to an enemy (the side closest to his current position) and he went off in the opposite direction. This happened a couple times but it was isolated to the same general area on the map. When I changed his order to attack the enemy, he moved towards him as expected.
Does anyone else find the non-cloth map difficult to read? Units just blend into the terrain and special terrain features are difficult to pick out. The little icons help in many cases. Kind of a pain that I have to select them to figure out what the heck they are. I had to look at the red dots on the mini map to figure out where monsters are since they are not easy to pick out on the map. Maybe I’ll have to try and make better use of the cloth map.
Ozion
2018
Why does it need to clear the tile? Why not just let it stay there? Or have a third option?
ydejin explained the probable issue above, but in the future you may want to get in the habit of just rearranging your build queue instead of canceling anything. You can drag the icons in the build queue around to rearrange their order, and anything that is partially built will retain your production investment.