I have had this bug a number of times. I, likewise, fixed it by removing the Sov and then walked the rest of the group back on top. Works every time.
Fatbil
[quote who="UmbralAngel" reply="16" id="2764363"] In each game I have played so far, I have always had 4 offspring. And I seem to notice the AI players getting the same. were you expecting 2.5 kids? [/quote] A little randomness could also flavor the strategy a bit. Maybe 2 in one game, 6 in the next, or 1 or none on the off chance. And the AI should get the same, instead of always getting 4 each time, every time.
If anything, the AI is so lacking that I find the game too easy. I have won by conquest on the hardest difficulty setting, and even there, a couple of the AI kingdoms never expanded beyond their initial city. Winning by quest and spell is doable on almost every game.
[quote who="MagicwillNZ" reply="16" id="2764188"]I'm a little surprised it got a 6.5 from users. They tend to be a little more overly critical. [/quote] Well, when I looked earlier, there were 5 "10" ratings on the front page, which is why I called those out in the eariler post in this thread. There is no way anyone can call this game a "10" and have any credibility whatsoever. If you take those and a few other obviously overinflated ratings out of the picture, and you ge
In each game I have played so far, I have always had 4 offspring. And I seem to notice the AI players getting the same. Also, one of the bugs mentioned before was that the AI players seem to get married on the first turn and start cranking kids out right away, while the player can't do that. Since offspring need a good while before they become playable, this would be a significant edge, if the AI was actually working correctly (which it mostly isn't).
[quote who="tetleytea" reply="1" id="2763853"]On Gamespot, the user reviews probably draw more weight, especially if a lot of users review it. Those are at a 6.3, with only 380 reviews. Everyone may want to chime in. [/quote] And say what? Most of the criticisms people have are by and large legitimate. What is not helping anyone are the people leaving reviews on that site that are both perfect "10s" which this game clearly is not (and there are several o
Yes, it seems to happen with 10 or more units on either side. One of the factors involved is the terrain grid "square" where combat is initiated. When that square is forrest or swamp, and there are trees/rocks taking up space on the battlefield, I tend to see the placement bugs more often.
Refined econ is not working either, started 2 new games, same overall revenue before end after several hits on refined ec.
To echo what the others were saying, I also get the error, also running win7/64 w 8gigs and an ATI card. Happens more or less 1-2 hours into a play session, but half the time I get another crash before then from other bugs....
Same, and still getting OOm crashes.
I am still getting the OOM error as well, at least as often as during 1.06.
I think in general, hero abilities really need to be looked at. First, several heroes' preported abilities do not work some/most of the time. Royalty and farmers, at least in my case, perhaps others. The different types of researchers seem to work, but others, not so much. Second, besides combat stats, heroes' bonus stats never increase when they advance (ala M.o.M). As these heroes progress, they become realtively useless as compared to mid and late game squads, so, aside fro
I have had this issue as well, I half believe it is related to the memory leak or related problem, because after I lose sound, the turns take longer and longer to cycle, until an inevitable crash/lock-up. Maybe related, maybe not.
I have been a long time customer of Stardock and was pretty happy until now. I bought Elemental purely on Stardock's reputation after briefly reading the description. Maybe I am having more problems than most, but playing on a Win 7/64 (modern) system I am crashing so much, if it doesn't make the game unplayable, it makes me not want to play it. This is not a small thing, and based on some posts in the support forum, some people are having a worse time of it than me. Plus ther
As to the method of raising prestige in a city, you can choose the "Royalty" attribute on your sovreign and get 2 prestige per city as default. Later, pubs and inns grant additional prestige, as does the palace (but you only get one of those) and some NPCs heroes grant a prestige bonus to the city. And for me, I got the bonus from the hero, but it did not show up until a turn or two later.
The way things are going, I would not be surprised if book 3 ended up being free as well.
One thing I noticed about captured cities, is that sometimes the AI builds a LOT of houses, again, probably not requiring food as a bug, and then when you take over, you go way into the negative on food. Some times the AI cities had 3-4 times more houses than needed, I don't know if the build routine tries to use all open building lots by default, or what. I work around this by going in a demolishing most of the extra houses, with the demolish feature, and will occasionally raze the w
Which is a problem, because they get a boost when going into a city a lot of the time, so they are often "damaged" right when you want to save. And they they get reduced to 1 on the reload.
Units in the stack get the full HP increase, but ONLY if they are not damaged. If they are down even 1 point, the cap will rise upon advancement, but you will not get the health, without/until healing up to the cap. The computer then figures out how many guys with full health that is, and yes, reduces the number of guys in the squad. As to being in town, it is part of the defense bonus, which also scales on level, so a high level stack gets a big boost to health cap, I have seen +100%
For myself, I am going to step away from the game for a bit. The crashes and memory leaks and stacks being reduced to a single unit just take the fun out of everything. I think I am going to stop pissing myself off by trying to play right now. Hopefully there are a couple heavy duty patches coming.
I had the same thing and it took me a bit to figure it out. When you click on the dragon resource, after it is built, it should say what city it is linked to. When you select the create unit tab in that city, "Young Dragons" are an option. If you can build on it, it will link to a city. I just pulled a save game up and I was more than 5 spaces away and it worked fine. Then, b uild like any other unit. Keep in mind the upkeep on those things is very
This is something of a known issue. When the spawn points for creatures are heavily restricted on the map because of kingdom boundries and topography, sometimes one creature will get "stuck" right on the spawn point, and all subsequent creatures spawn on top, resulting in combat, and one of the creatures leveling up. And when stuck on a spawn point, it happens over and over every turn. Since health goes up on a curve, it gets fairly high. The personal best I have seen
I don't know about everyone else, but after playing through a few games, every once in a while I would come across a spawned creature with totally crazy off the wall stats. One time it was a Pack Drake with 34.8 million health, another was some flavor of ogre with 500k+, you get the picture.... Well, figured out how it was happening... Creatures spawn outside kingdom territorial limits and where game topography allow. Well, sometimes they get stuck. I saw one of the little dem
For straight up gameplay bugs, this one is a killer. Get rolling against another player, save, and come back and be totally screwed. I hope they can get a handle on this one, and I too have had it happen both in and out of town, stacks reduced to 1.