Maybe a saved game with the quest problem showing up (if it's persistant) may help determine the problem.
parrottmath
Still present in .992. Does anyone else notice this?
[quote who="Nakisisa" reply="5" id="3252640"] A familiar is a spell casting unit with no armour and low hp's (starts with 9) that costs the sovereign one permanent hp each time you summon it. Why would you ever want it at the front let alone instead of an armoured melee focused hero with four times its hp. The reason I posted this as a bug is that in nearly all the combats I have had since summoning it It has appeared in the front row. I would like it to appear in the back
Out of curiousity do you have any of these quests active when you use these different quests? Or are you clear of all quests at the time?
I my opinion this is the correct set-up for the attack. A familiar is really a secondary troop, which should be in the front. Although, I do understand the concern as most heroes are not at the front line of the battle (that is basically suicide). What I'm trying to say is that the set-up is correct, but not ideal for your play style. I would hate to find that when you play the game and then your hero in front is attacked and died before his turn, the complaint would be, why
Most of the bugs begin reported are not actually bugs, but cosmetic errors. So technically the game is running, but is it perfect no. I'd say it has less errors than the x-com game that just recently came out and that was a solid game.
that is what a few beta testers are doing right now. In fact, typos occur constantly. If you could point them out as there are a lot of text boxes to fix, just post it up and they will get it fixed. (be sure to add the suggested fix, so they can fix all these quickly.)
The slingers would require more animation models to get it to look right. So we can probably see this in an expansion pack of some kind. don't think this will happen in next few days. If somebody is willing to do all the model work for it.... which is hard... then we are going to have to deal with the fact that somebody can mod in the use of crude shortbows for basic troops.
rename your "..\My Documents\My Games\FallenEnchantress" directory to "..\My Documents\My Games\FallenEnchantress.old" and restart.
I agree... the "statue" is increasing influence (just not the resource influence). The other is generating influence for political usage, hence why I suggested calling it a consulate, something that helps you generate better negotiation skills.
When I first started playing the beta I had some sluggish results. But then I renamed my documents folder to something else (like they suggested in other threads) and it fixed the sluggish problems I was having.
I get this problem as well, but this, I figured, is the program is loading. I know that this happens to a lot of programs when they are loading up.
Really sounds like your files got mixed up. Maybe you should do a uninstall and re-install.
The +1 ZOC actually looks like a statue and really should be called a monument. The monument built upon the prestigious location looks like a manor house or castle looking. the one that should be renamed is the monument on the prestigious location. I would call it a manor house myself, just by the looks. Maybe a consulate.
The idea goes with the point that these crude shortbows are things people have in their attics and there are not enough to supply an army, but they pull them out to defend their city.
I didn't care for that civ 5 mechanic, at times it was nice, but most times it distracted me from my current goal I was trying to do. I'd end up fortifying all my units just so I could end my turn when I wanted to end my turn. Each character that has movement points is lit up with a green outline and the cities as you pointed out have the zzz... attached to them. If you turn on autoturn it will automatically end your turn when all your units and cities are doing something and
What are you reffering to in regards to gold or mainenance costs? If you train units the production costs = gold cost. Each unit has a maintenance cost except pioneers in gold. Also, if you make somebody with an axe that costs metal. If you make somebody with an amulet that costs crystal. So it does have material costs. If you are referring instead to the maintenance cost of buildings, this was eliminated because it was contradictory to the point of the city as a source
Now I know that the sand golem is now a bug, but is this really a bug report? The attack on the sand golem is really low and now the darkling shaman can just squash him (if he can hit him)....
@ins if you watch the video made by frogboy on 7 days till countdown thread... paul was working on this floating waterfall business ;)
Still present in .991
I finished the tutorial and reloaded an autosave to see what happens. The save didn't save the tutorial progress, instead started me with settle your first city (already done) and thus one cannot load the tutorial and complete it at a later time (of course that shouldn't be a problem in general). -After I picked up a goodie hut that was around the task updated to the correct one-
So in the tutorial I went to the goodie huts and picked up weapons that I can't use in the tutorial. I got the doom-club level 5 required and the champion spear level 3 required. Also, the champion spear valued at 86 gildar. Doom club valued at 36 gildar. Shouldn't the higher level requirement on doom-club have a higher value than the champion spear.
Check the changelog .991 for possibly a smaller download. (Those that patched to .99 already)
You guys have made a permanent fan of your stuff. Only one other company has acheived that from me in gaming. Great work here!
I think the artists did a great job emulating the bear standing...