When moving the mouse while the first cutscene ends, the view angle can change. There is even a chance you won't be able to select Caesar anymore.
Yes, there's a rather serious bug that that can interrupt the camera movement and cause the camera to be in the wrong place when the chapter starts - my understanding is that it's usually caused by alt-tabbing away during the cutscene. This is pretty high on our todo list and should hopefully be fixed soon.
Diplomacy allows me to set the Suebi & Salassi as allies. Funnily enough I then get the message that hostility increased by 11.
Eventually there will be blocks on the diplomacy options in the campaign (like there were in Gold) so you can't decide to make peace with Ariovistus or Vercingetorix :)
I believe the battle of Bibracte should trigger earlier ...
It's important that you can get within supply range of Bibracte before the enemy hits, but I think it might be interesting to trigger the enemies a little sooner so that there's less opportunity to prepare for players who already know what's coming. We might also forcefully prevent players from entering Bibracte until the battle is over because that does totally change the nature of the fight.
Other than that, just some pathfinding and AI issues that have already been pointed out previously.
Right now it's still quite easy to exploit the AI. For starters, I´d really like to see AI units scavenge farms whenever they are about to run out of food.
The boundary and AI issues are ongoing problems we're working on. There are often multiple causes for these so improvements are likely to be incremental.
I was thinking. There's a lot of micro-management in capturing surrendered enemy units ...
I agree. I was hoping that since you can now queue up multiple commands in Rome that it might be a little easier, but I see that we could probably take it further. Frankly, now that slaves don't rebel, and there's little reason to just execute them, it might make sense to have some sort of auto-capture. There could be difficulties if there are multiple surviving factions present, but that might not actually come up. I'll keep it mind and look into the options.
Chapter 3 report ...
The food and bridge issues in chapter 3 are known. Eventually, you won't start with all of those legions, but will get most of them as rewards as you progress (this is the case with most of the chapters). We've also got the code in place to block the AI from building specific bridges, but haven't implemented that for chapter 3. Generally, we're working on adjusting the chapters in order so we're still mostly focused on chapter 1 right now.
Should an enemy army be able to oppose a bridgehead?
I agree, you shouldn't really be able to build a bridge until you've got the area secured. I don't know at the moment how best to implement that in gameplay (besides the fact that ranged fire could hamper construction), but I'll look into it.
Why can't I cross a neutral or allied bridge? Why can't I trace my supply line across a neutral or allied bridge?
It was in the original design, but we ran into supply and capture problems when it became possible for multiple factions to be using and occupying the same structure. In it's place we added the option to "Requisition" allied assets. This lets you "peacefully" take control of an allies bridge or city much as Caesar did in his campaign so that you can use it for yourself.
I'll admit this isn't something that's explained very well at the moment and may get adjusted still as we go forward. For example, while it does provide a mechanism to cross allied bridges, it breaks the other's supply lines when you do it.
Should all factions be able to build bridges and forts? Shouldn't the Romans have some kind of advantage in building bridges
It hasn't been activated yet, but we do have the mechanisms in place to put construction limits on what bridges/camps a faction or unit can construct. Specifically, the plan right now is to require an 'Advanced Bridge Construction' attribute to construct bridges ranked larger than 3 stars. By default, Caesar will have this ability and you'll be able to grant it to other units as a promotion.
I still love this game, the more so with each build--just have to ask why.
I'm glad you're enjoying it. This kind of feedback is exactly what we're looking for and why we're trying to get the community involved while we still have the opportunity to change some of these things. Thanks again for everyone's help.