[quote who="nDervish" reply="11" id="3302019"]Odd. I just double-checked and I have it set for "Turns Until Auto Save: 1", my AutoSave is season 172, and PreviousAutoSave is season 171. Not sure why setting it to 1 wouldn't save every turn for you, unless it was an old version and it's been changed (fixed?) since then.[/quote] It always worked the way you described it. I set it to 4 turns and the game auto-saves every 4 seasons. It really is strange, if it works di
Gaunathor
[quote who="dihir" reply="16" id="3301385"]Earthquake LowerLand GreaterLowerLand RaiseLand GreaterRaiseLand So it's looking like there's a Greater Lower Land and a Greater Raise Land spell, and I imagine that Greater Raise Land can create mountains. But since it's not listed in CoreSpells.xml I think it's not something that players can use. (But I find it odd that none of the other spells are listed in FallenEnchantress.exe -- I
[quote who="Peter Huebner" reply="10" id="3301340"]In about one or two dozen games I've so far seen exactly one (1) gold resource. 1 game resource.[/quote] Gold is pretty rare. If it is on the map, I usually find around the AIs starting location. Wild-game, on the other hand, I see about once or twice per game.
Pressing the 1 key should change the camera back to the default view, if this happens. I always play in topdown mode, but I can understand, that it is not for everyone.
You can find them on random maps, but they are very rare.
[quote who="BlueDiamondRain" reply="12" id="3301288"]Can't find raise mountain spell in corespells.xml. where is it? also spell doesnt exist in pdf spellbook. Further I don't see the coding for this in the AI files i dumped. anyone know?[/quote] There used to be a spell of that name in E:WoM, but it no longer exists in FE. The only way to make 'mountains' is to use Curgen's Volcano.
[quote who="parrottmath" reply="1" id="3301278"]When they refer to Human vs. Fallen, they are really refering to Kingdoms vs. Empires.[/quote] Strangely enough, you are correct. Even though the Krax are humans and the Ironeers (Gilden), according to a post from Frogboy, a Fallen race, the game treats them the opposite way.
[quote who="Ambermonk" reply="3" id="3301261"]Can't you just delete these factions from inside the game - just select the faction and press delete?[/quote] This will only delete them in-game. The file, however, remains.
[quote who="earwicker777" reply="2" id="3301173"] So you can have, for example, a challenging map with normal opponents? If so, very sweet.[/quote] Yes, world difficulty and AI difficulty are using two separate sliders.
[quote who="EvilSalmon" reply="6" id="3301120"]I'll try re-installing the game. The old tech tree is gone in the new game, that I see. It just expects me to learn exploration before I can do more quests[/quote] If you have any old custom factions, delete them. They are the most common source of this problem, as far as I can tell.
Saying the AI is "broken" implies, that it is incapable of doing anything. This is definitely not the case here. The AI is capable of training troops, grouping them together, sending them out to battle, fighting, coming up with some form of strategy, and more. Does it make mistakes? Yes, sometimes even pretty big ones. Can it be improved? Definitely. But saying it is "broken" is nothing but hyperbole. Sorry for the rant, but the constant misuse of the work "broken" is a pet-peeve of m
That is weird. I never had trouble installing DirectX 9 on Win 7 64-bit. It should be working, even on Vista. Okay, Frogboy linked to an old web-installer, so maybe that is the problem. Try this one . Maybe that will work.
[quote who="Kalin" reply="2" id="3300301"]Improvement requirements uses a tag by itself (not a prereq tag), something like this: My_Improvement [/quote] I thought this is only used for improvements (improvement b requires improvements a), not for units (unit b requires improvement a).
[quote who="Fallenchar" reply="6" id="3300272"]- When your sov dies in battle, you don't lose the amount of mana listed. That's the amount of mana left. You lose all the rest[/quote] You lose 50% of your mana, when your sov dies, so the amount shown is correct.
Catapults used to work this way, so I know it's possible, but I'm not sure how. Try Improvement , maybe that works.
[quote who="Nibelung44" reply="9" id="3300020"]Related question, I don't remember how to lift the limit on 1 summon per spell per caster? [/quote] If I am not mistaken, you need to set in each of the spells 0 to 1.
[quote who="Rhaegor" reply="6" id="3299966"]Ctrl-N?[/quote] Why? If the game is going good and you have already invested a lot of time in this map, why would you make a new one just because there are no crystals? This is a challenging situation, but certainly not insurmountable.
[quote who="GFireflyE" reply="1" id="3299976"] imo, bug. However mostlike, is as intended, cause it's been like this for quite some time..[/quote] Just because it's been that way for some time doesn't mean it's intentional. Also, Frogboy said on several occasions that the AI is supposed to play by the same rules as the player (at least on challenging and below). So, having such an obvious deviation from rules be intentional wouldn't make any
[quote who="Rhaegor" reply="16" id="3299198"] Is there any simple modification I can make the prevent research trading entirely? I play with lots of AIs and having them with 20k+ knowledge is not fun.[/quote] In ElementalDefs.xml set 10 to 0. This will prevent the accumulation of tradeable research points.
[quote who="s23k" reply="11" id="3281602"]Making the Adventurer's Guild a certain defined xp/turn (ie, not chance) would be a better route imo.[/quote] The percentage-chance doesn't work. You always get 1XP per turn. At least it used to be the case, I haven't tested it in 1.02 yet. In any case, 1XP just isn't worth it and the reduction of the recruiting-cost is only good, if there are still available champions on the map. &
No, it's not possible, as far as I know.
Works fine for me. Just started a game with Ceresa and cast Summon Shadow Warg. The Warg is level 3 (base level 1, +2 from Summoner).
That is already the case. In the ledger, just double-click on the city. This will close the ledger and move the camera to the city. I just tested this in my game and it works fine.
Still the case in 1.02.
Still in 1.02.