Same here. Showed up only in 0.75. On top of that I had Magnar declare war on me and then offered me tribute on the same turn. Yup, it was one thing after another on the same turn. War was still in effect after this, it was like 'I'm going to crush you but lemme give you some money first'. Silly AI. [e digicons]:P[/e]
Daynarr
Ok, this is for 0.75. I had Ogre do Crushing Blow attack on my archers on the other side of the map. He got dazed after that. Had it happen twice so far since 0.75 came out. Actually, I was under impression that Ogre wanted to use Hurl Boulder on them, but then 'applied' Crushing Blow to it since neither ability was on cooldown. Or maybe just selected both abilities at once and applied both effects at once, ranged attack + double damage from melee attack (he did about 90 damag
I can't confirm this. When I build a city with say 2 essence and cast a spell that gives 2 gold per essence I get 4 gold from that spell. I can see that in income details. When I build scrying pool and increase city essence to 3, on that turn that pool was built, it still says 4 gold. However, next turn it will show 6 gold and city income will increase correctly. Same thing with meditation spell that gives 1 mana per essence. That one is easiest to test as you get it at the start
You probably have units set to explore.
That's how I get extra towers as well. You capture enemy city with it and then raze it. Game thinks you have -1 tower and set's it to 0 which allow you to build another. Similar problem exists with building bonuses. If you raze a building that, say, increases your fame, you can build another one and get fame bonus again. Game should add captured buildings to counter so that another adventures guild you captured would count as 2 adventures guilds and when
Wow, can't wait to try new defender traits in action.
Hmm, looks like there is no need for that. Already been suggested several times. [e digicons]:thumbsup:[/e] I may explain JA2 file system though but it will take some time for me to prepare an easy to read and coherent explanation of it. No small feat, mind you. [e digicons]:P[/e]
I've had this happen with catapults twice in 0.51 game (reproducible). If I ran into it again in 0.75 I'll provide save game and debugg.err.
Yep, they merge. This specific file behaves differently then the rest. The rest of core files are whole different matter though. Whole file system seems a big freaking mess where each file allows or requires different things then the rest. There simply is no consistency. For example, when I tried to edit Lethal I, II and III myself I had to do it in core file. Any other attempt resulted in new abilities to merge with the old ones. Whole system needs rework and I guarantee you that the
Currently, if you make a copy of CoreGameEvents.xml file and place it into mygames\mods\data folder it doesn't override default one in the main game folder but rather adds new events to it. Which means that if I want first hero to show up on 25'th fame instead of 3 it will show on both 3 and 25 and both will be level 1. Currently there is no way to mod hero appearance in game without modding original file directly and overriding default settings. This means that making a publi
Another one is to actually see on map or in city details screen when there is a harmful spell in effect on it. The way it is now, all you can do is go city by city and try the dispel on it.
Hmm, is it just me or is 0.75 LESS stable then 0.51? I get frequent crashes ever since upgrade. Of course, I have started new game and actually remade all custom sovereigns and factions for this version (deleted old ones). I noticed that streamers also had frequent crashes.
Hold on, why would you paste it into paint? The game has built in screenshot system. You press print screen button in game and then screenshot shows up in screenshots folder immediately. No copy/pasting, need to use clipboard or other external programs. Just press print screen in game (no windows key or anything), close the game, go to the screenshot folder (I mentioned path few posts above) and check if you have screenshot there.
Did you reach arcane weapons tech and not receive them or do you just not see them in the tech tree?
You could report that as well. Seems like a Win8 incompatibility.
I agree, AI city placement's are horrendous most of the times. Sometimes I just see it pick worst spot with least combined value over spots that are right next to it and have more resources/essence available, usually just few tiles away. This really needs a fix. It hurts AI a lot and it makes me raze every single city I conquer from AI and then settle a new one of my own. Not something that should be promoted in the game, IMHO. Btw, doesn't print screen button w
You should provide save for this one. Never saw it before. It will be hard to reproduce without save.
I think this may be true for some of the items, not all. The one that gives fire bolt spell works fine for me, for example.
I see it once in while too. Reloading clears them though, so you can't really provide save game. I think, in fact that FA had this problem even more then LH does. Many of those spells would leave marks on main map and you had to reload occasionally just to clear them up. I see less of it in LH but some of it is still there.
[IMG]http://i.imgur.com/941i3ca.jpg[/IMG] I've had one game with 3 such messages. Also, I did some testing of my own of this matter. In fact I had even provided savegame where a troll army is just about to attack and raze my city. I made the save by spotting trolls approach a town with no troops in it, then passed few turns with me doing nothing about it, and just when they reached it I made a save. I tested the save at least dozen of times by
Fairgenn too. He has mage and assassin classes and you can only improve assassin one.
Not the health bar. You get lightning effect on one unit, another one does 'ouch' sound and loses health. It looks like game randomly picks one unit to show lightning effect and then again randomly picks unit to apply damage (effect). Can be same unit if you get lucky with rolls, that's why it's better to have more units on your side to spot this bug. Btw, it's a bug. Randomly hitting enemy unit does not mean that you see graphic effect on one unit a
That's great to hear, can't wait to try it out. [e digicons]:thumbsup:[/e] If I may suggest something that may help AI greatly. If AI's were able to 'mimic' what player does in order to make his faction strong it would help him a great deal. Right now I think I can come up with some pointers that people seem to do all the time in order to win the game: 1) Pick one location with good enough resources and lots of essence for main fort
I'm actually against the suggestion in OP, after giving it some thought it would really make the game too easy. The way it is now, you risk if you overexpand, expand too close to powerful monsters or leave your cities undefended. I like that. When the beta is over and I start playing ironman stye with no reloading it will make the games definitely interesting, thinking carefully of next move and what risks I take. Lets keep it this way. Rooting out bugs (like not bei