anc43

anc43

Joined Member # 5647425
8 Posts 35 Replies 8,560 Reputation

All this is nice, but I'd rather you fixed the broken quests problem. I shouldn't have to edit the game files to have the option to have 20-50 quests available because quests break and can't be completed or removed. If necessary,. simply implement a function to abandon a quest (say, by right clicking on the active quest and confirming abandonment). Also, if it wasn't intended to the contrary, having city garrisons repel as many attacks per turn that happens, plus keeping

211 Replies 577,687 Views

Frankly, I hope this isn't going to be a Eador Masters of the Broken World by Snowbird thing where the patch is way late, and breaks more things than it fixes. Carelessness does NOT breed trust in game players, and they may not be willing to consider Galciv 3 if they drop the ball on the games they already have out. Recent experiences have left me way cautious.

0 Replies 2,881 Views

It is possible I have the time frame incorrect. In any case, regardless of the actual age of the game, their patchwork has been shoddy and often created "new" bugs while "fixing" others, like the exception crash bug. That, and the last patch release could not be described as anything less then a disaster. Having to withdraw a patch you released to "fix" it so that it "works" is NEVER a good sign.

201 Replies 1,151,458 Views

Er, I'm not sure more mutli-stage quests are a good idea, as the game can't always handle the ones there already are. Perhaps, when they get that little details sorted out. It would also be nice to have more alteratives with quests, as to how they are solved. Such as: fight, use a spell, pay a bribe, use a skill, use an item.

201 Replies 1,151,458 Views

All this stuff is nice, but I'm FAR more concerned with the quests breaking on a regular basis. That is, a multi-part quest starts but it doesn't trigger the flag for the next quest when you complete that portion, breaking the quest and taking up a quest slot. I'd also like to see the end of the "OTHER" scenario (not the fallen enchantress one) as it for some reason never plays the endgame video, no matter how many times you capture the Forge. I might add that the broken que

206 Replies 506,897 Views

I should like to see naval units, myself, as a way to give more tactical options. Assuming ice elementals would be able to traverse water terrain without penalty, they would be able to capture lightly defended cities on the coastline without having to slog through all that ground territory to get to it.

201 Replies 1,151,458 Views

For myself, should like to see more rock-paper-scissors, have more units and monsters able to resist various damage types. I'd mentioned skeletons before, and had thought 1 piercing damage, 1/2 slashing damage, and full crushing damage would make sense. Also, would like to see more damage spells (Life) and more teleportation spells, such as ones where you can set a marker and then cast the spell again to return to it. Otherwise, getting around can be a chore if you get very far away from

201 Replies 1,151,458 Views

Personally, I think this "spell" is unbalanced. The cost should be based on the unrest level of the city...the ability should have to have unrest to work with. It makes no sense that a city with 0% unrest should be subject to this spell. Realm capitals should also be immune to this "spell" as it makes no sense to me that someone can defeat a realm with a bribe in the first place. But then, perhaps that is just me.

19 Replies 97,147 Views

I don't think you glitched the game. Unfortunately, the game has a habit of randomly failing to register quest flags properly so you can proceed to the next thing on the mutl-part quests. It's pretty much a case of reload an earlier save and hope for the best, I'm afraid. Hopefully, the 1.6 (2.0?) patch will correct this deficiency.

6 Replies 9,902 Views

One odd thing is although it doesn't allow you to have a Kingdom Quendar faction in the sovereign creator, it allows you to have an Undead Kingdom faction (which would seem rather contradictory). Strange, eh?

844 Replies 1,930,220 Views

Uh, it may just me, but it sounds like this whole things is kinda dumping out the baby with the bath water. The tech tree makes more sense to me than just making what's built in your city dictate what units can you build. Also, i rather liked the ability to customize units to your preference, I and others didn't see anything much wrong with custom units, so why change that now? Custom ships worked for GC2, why not custom units in the new game? Finally, how does the sovereign improve t

171 Replies 704,011 Views