[quote who="KingHobbit" reply="32" id="3235356"] I did like the one you could spread your city out. I think it could have been implemented better, but I did like it. Seems even more "boxy" now. When you controlled how it spread it seemed to move with the game better.[/quote] You can still manually place your buildings. Just activate "manual improvement placement" in the advanced options.
Gaunathor
I found the bug: Skilled Bruiser has "Bruiser2" as prereq, which is the InternalName for Skilled Bruiser. Master Bruiser has the same problem ("Bruiser3" as prereq). This should be changed to "Bruiser" for Skilled Bruiser and "Bruiser2" for Master Bruiser.
[quote who="cardinaldirection" reply="2" id="3235255"]This isn't an issue, just more interesting quests.[/quote] That might be true in my case, but Flohaxn can't finish his/her quest at all due to this.
[quote who="Trojasmic" reply="1" id="3235264"]It's a dangerous world my friend. If your world difficulty settings are turned up high enough, this can and will and should happen.[/quote] Yes, it should happen, but monster no longer attack cities directly only by accident. The only way this could have happened is, if Verga had not founded a city yet.
I got this message on the beginning of turn three: This shouldn't be happening that early in the game. I sometimes get a starting location without any place nearby to settle my first city and have seen that happen to the AI, too. I'm guessing that this is what happened to the Yithril. Just in case, here is the <a href="http:/
Well, it wasn't the Black Gate in my case, but Quest locations shouldn't get placed in Wildlands. Who builds a estate in the Burning Lands?
[quote who="parrottmath" reply="7" id="3233925"]Earth 2150 had this system of customizing your own units. (rts)[/quote] Sid Meier's Alpha Centauri had it, too.
[quote who="Glazunov1" reply="11" id="3235138"]Actually, you can. In use, by Wilding Shamans. Just because we can't get it, doesn't mean it isn't in use.[/quote] I meant, that you can't expect to find the Staff of Furnace every game. [quote who="Glazunov1" reply="11" id="3235138"]And it's being shot off every three turns.[/quote] I know. The five turns were meant in the case of a proposed casting time of two turns. I thought, that was clear. [e digico
No, they don't scale. The Empire-factions have a tech, that increases spawned creatures level by 2, but that's all there is. I agree, it really is a missed opportunity.
If you still have crashes, you should send your debug.err and dmp-file to Stardock. They are contained within a zip-file, that is (usually) created after a crash. You can find it in under C:\ProgrammData\Stardock\Elemental - Fallen Enchantress, if you are using Win7 or Vista, or C:\Documents and Settings\All Users\Application Data\Stardock\Elemental - Fallen Enchantress, if you are still using XP. Just upload the zip-file to a file-hosting service, like <a href="https://www.dropbox.com/" targ
[quote who="parrottmath" reply="8" id="3234728"]I always wondered if it is because the AI has 2 pioneers next to each other and they decided to plop down outposts at the same time (something a play is unable to physically do).[/quote] That is definitely not the case. Take a look at this. My outpost was there first. Resoln build all
[quote quoting="post"]4) I was playing with auto-turn enabled. Towards the end of the game the auto-turn stopped working. I think there may have been something requiring my attention, like a unit with unused moves, but I never could figure out why auto-turn wasn't working.[/quote] Was one of your cities not producing anything? IIRC, there was a change recently that the turn wouldn't automatically end, if one of your cities is idle.
[quote who="Bobofett" reply="8" id="3234563"]Yes even with it being a chance of finding the staff it is still ridiculously overpowered, my Magnar is now doing 200 damage to all enemies for free[/quote] 200! [e digicons]8(|[/e] Even with Warlock, Path of the Mage and Evoker III you would still need to be about level 24 for this amount of damage. Have you any additional damage boosting gear? Otherwise, this is ridiculous!
[quote who="Purest Warrior" reply="7" id="3234544"]Oh wait... It could be 12.5 on four different techs and thus not one turn less on any of them?[/quote] Yes.
I had this happen in one of my games before, but couldn't replicate it after loading the savegame again. Good to know I wasn't imagining things.
[quote who="StevenAus" reply="2" id="3234522"]No, the second 0.98 update is known in some places (like the download installer) as "0.981".[/quote] No, SDC says it's 0.980.1. 0.981 has not yet been released. Regarding the topic, Knowledge points are applied randomly to all applicable techs. Depending on how far along you are in the tech tree, the techs may be too expensive for the points to make a noticeable difference.
[quote who="MiamiBigAL" reply="5" id="3234456"]You can't rely on a counterspell or ranged units to kill the caster before he casts the spell in 1-2 turns. It would still be overpowered then. Against most monsters, they won't have counter spell or ranged units, so coal stones/despair would just be a licence to power level at 4x the rate of your competitors, which = auto win.[/quote] The only way for the player to get Coal Stones is the Staff of Furnance, as far as I know, and like
[quote who="Glazunov1" reply="2" id="3234390"]With respect, if my party is attacked by four or five units, their enemies are going to (in most cases) slowly advance in rank. My sovereign can simply move to the back of the available space, and use the staff. A turn or two later, the enemies are gone, without otherwise touching them. That still seems to me overpowered. Very few enemies can hit your ranks in one turn across a battlefield in the early game and even the mid game. It's a one-sh
A casting time of one or two turns is the only thing needed. The spell is otherwise fine as it is.
I had similar cases with the AI building Outposts in my territory. At least in the last case the Outpost immediately switched sides to me. Still, this shouldn't be happening. The AI needs to abide the rules!
[quote who="Napean" reply="2" id="3234241"]@Gaunathor - After reading your post, I do remember early game Magnar had meditation on this city as well.[/quote] Using Meditation is currently the only way to get the proper amount of Mana from those buildings. Without it, you don't get anything for the base amount of Essence.
Despair acts like a multi-target version of Drain Life. Unlike Drain Life, however, it has no casting time. This is my biggest problem with the spell. If it had a casting time of 1 or 2 turns, it wouldn't be so bad. At least we would have time to counter the spell or try to kill the wizard before he finishes the casting. Instead, it is an instant-nuke. Don't get me wrong. I like powerful magic, but it should be internally consistent. If a spell has a casting time, then so t
Finally someone else notices it! I already reported it here .
Previously, this was a battle against six Ashwake Dragons, but now it's only against one Ashwake and one Fell Dragon. I don't know, if this is intentional or not, but it is definitely a let down compared to the original fight. Please consider adding one of each Dragonkind. It would definitely fit within the context of the quest
The description doesn't mention the bonus to Initiative for defender and the bonus to Accuracy and training time for trained troops.