[quote who="merlinme" reply="13" id="3415515"] Would Raise/ Lower Land work for removing roads? I've not actually tried it.[/quote] No it will not since the raise and lower land does not actually create mountains or impassable terrain. Curgen's Volcano on the other hand will destroy roads.
parrottmath
Although you don't get a prereq, you can set up the game modifier to give health if you have armor proficiency and not give anything if you don't, sort of a wasted use type thing, but you can always use it.
I've been reporting bugs (not specifically this one) from the beginning of FE beta and I have always found they have the bug lists they are working on, they just don't mention a lot of it nor do they tell us what is on that buglist. You can also see developer video of them actively looking at the forums (some of the others, not just Derek). They are really good at checking all these things, although they sometimes need a reminder since they may miss a post or two, so keep posting, but
I'm pretty sure that stardock (although says nothing) reads these forums and are working frantically about this problem. Don't want to say anything until they A figure it out and fix it, or B figure it out and tell you when it will be fixed.... like most people they will not reply when they C haven't figured it out, or D know the problem, but not when it will be fixed... But I can probably say they are looking into it right now.
[quote who="Raiddinn" reply="9" id="3415333"]I don't see any good reason a pioneer shouldn't be able to build roads. I wouldn't mind having an easier time taking road building as a trait for trained units either.[/quote] The Capitar faction gets the road building trait for their pioneers. As well as the ability to design troops with the road building trait. Providing this trait for the other races, just weakens the Capitar faction (makes them less unique)
[quote who="Crastiloowa" reply="3" id="3415039"] Note that for the most part it won't update currently active games - you'll have to start a new game to see all of the improvements.[/quote] This is in particular for the stardock game not generally steam games...
So, the techs will only merge. A computer doesn't care how your code looks...to add new techs one needs to edit the other tree that mentions all the techs
Another mod would not conflict with this procedure. Do you see a scroll bar on that page?
Did you get a good bunch of honey?
Violence is the only language they will understand. Put them down. 4 100 Slaver 0</WillRespa
The AI does not design units they only make premade ones or ones you design for them.
I don't believe there is a way to remove roads but there is a way to force the game not to build roads unless you make them. See capitar trait
Just an update here... the map is still in need of river repair... The program I wrote to fix rivers, is not robust enough to fix all the errors from this map without manual intervention (or even a redesign of the map itself). There are some map visual issues with the large chasm edge, I'd be glad to show screen shots of these issues if you so desire. Other than these river issues I like the concepts of this map and it is a rather neat map.
[quote who="Apheirox" reply="7" id="3414544"]In comparison, 'Merchant IV' provides +5 gildar/season while the ultimate 'Wealth' perk provides +500 gildar - it takes 100 turns, three times as much as with Innovation, for the gradual perk version to overtake the ultimate perk.[/quote] Sorry, Merchant IV is +5 gildar per season, but you do have in the mix Merchant I, II, and III. Thus, you actually get 2 + 3 + 4 +5 = 14 Gildar per season not +5 gildar per season. So, in 3
Merchan 1 2 and 3 all stack their bonuses... it takes 1 turn to see the updated UI, but I just confirmed with a test. The bonuses are Merchant I +2 gildar Merchant II +3 gildar (+2 from Merchant I for a total of 5) etc.
In the quest The Killing Jar A boy refers to the merchant Eblis , and you go to Eblis's house. When you go inside there is no merchant except a demon Eblin and you get to kill the demon for a reward from Eblin I was wondering if Eblis and Eblin are supposed to have different names when it is supposed to be the same person
[quote]1. There is no hotkey for selecting the next unit. The only way to select a new unit is to scroll to it and select it. So, if you've forgotten where your units are (easy to do in a 4x game), then this is obviously not a fun task. 2. There is no way to deselect a selected unit. That means if you use the mouse to scroll, the stupid game thinks you want to move the selected unit to where you're scrolling. This is a basic bad design decision.<br /
If you want to check it, you could just use the executable command -cheat and then press ctrl+u to reveal the entire map and you can search for clay that way with the map revealed.
Ah so the poor mans way. Good to know that the other function is not working... honestly I didn't expect it to be working.
So, if you are set on giving another level to a character, why not use the formula for the level via experience and grant the appropriate experience given the level using a calculation environment to change the value dependent on the character level? Experience to Next Level NEXP Experience needed for t
I don't have these same summoning bugs as you do. Might want to post a debug.err file after this occurs so they might be able to track down the problem. The only issue I see is when the wilding shaman summons the riders the riders are half in the ground (at least their mounts are) Can't say about the demonic ally.
I wonder how the game would play if it was all done in that sketch format for the story. I really like that since it looks like a canvas in motion.
So if you looked at the fix I posted notice that I didn't include the If you do it will produce the effect that you see. The GameItemTypeArtDef is not overwritten and works be combining the two pieces together. This goes back to the Object Sanity thread started a long time ago. If you remove that it should be working fine. Remove it only from BasicMount1 and BasicMount2 not the third item there.
That is a problem when the artdef for the horses gets duplicated with a particular item. Are you playing any mods?
[quote]Caravans can’t be targeted by spells[/quote] Did we add an immune trait to these units?