Thanks... for the info.
parrottmath
Don't think this is intended. But I would like to present the following... see the AI does get attacked by Wildlands and their cities do get attacked by the monsters...
Well there it is... I was looking for that library. [e digicons]:troll:[/e]
[quote]2) Militia tech level: I believe the equipment of the city militia should automatically increase as the empire tech level does and depending on the city's size. Militia are currently given the best blunt weapon/bow available but still get no additional gear - not even a set of leather armor. While I understand it is a world of scarcity being depicted here, it doesn't make sense that while the city's defenders are given advanced weapons they're still wearing coats s
[quote who="Apheirox" reply="22" id="3405424"]@ parottmath: That's not how the game works at all. Production cannot get converted into growth. Fortresses are the slowest growing cities. Towns are the fastest growing and while Conclaves are as slow as Fortresses they typically have enough essence slots to support some growth spells, making them slightly faster.[/quote] I refer to the Produce Growth choice in the production (+50% growth), you are correct that there is not a direct c
I agree, but this might narrow down where the bug is occurring. I was just curious, since this problem needs to be address.
I may undermine my argument by "not building more than 8 cities" but I do not raze any enemy city I take. thus, after I build my 8 cities, I grow my empire by taking AI cities (and not razing them). So, I deal with the city penalty and the grouchy (occupation) unrest for the 3 turns. They become eventually become productive cities.
Yes, they are rare, you could make a map as such, but there is a random generation that may produce his domain and artic tiles, but that may be a long while before you find such a map.
Curiosity, what happens if you kill Vetrar on an arctic tile not in vetrars domain? That I would like to know.
I don't quite understand your predicament with the unrest penalty. Primal-savage shows an example of a game, but obviously it is later game where he several upgraded fortresses. But in the early game, I don't see how your fortresses are the slowest growing... I find that the fortress grow the quickest in my empire and I choose spots like 2 grain 5 material (I like the production). Then when I want the fortress to grow, I choose growth which switches production to growth and it moves u
When modding weapons, duplicate art defs in the file will duplicate the artwork. Basically do not include the art def with a modded weapon, armor, or mount. If you wish to modify the art def, that can be done, but I do not believe that the artdefs are overwritten only combined.
[quote who="Primal_Savage" reply="2" id="3404179"] Cool. Should be a list of known bugs so they don't get reported again and again. Maybe there is one and I'm just blind [/quote] There is no list that we players can see, but this particular bug I'm savy with since they accepted and used all of my fixed map stamps (This problem was really bad before) They might have time to focus on fixing this problem, but who knows. The return might not be w
That is a stamp connection problem. I have worked many hours trying to fix that particular river problem, but that particular stamp is close to the Vetrar's land and sometimes the stamp overlaps with Vetrar's stamp causing these invisible rivers. Similarly, you can find this occurance with Curgen's domain (but it is rare to say the least). If that was coherent, great, if not, it is how the program connects stamps and the river defined in Vetrar is too close t
This will most likely be a deeper code problem. Getting out the targeting kinks maybe, the .xml looks like all the other summoning spells.
Under that premise, when I take the bow option I should get 200 more gold. The loot for the encounter may be set separately and the encounter itself can give you 200 gold, hence it is still an error, since they can do the appropriate feedback to the player. That is a simple change as well.
Is the AI unit casting spells or is it just attacking with a fire sword or elemental range attack from a staff?
... The Gildar. (+100 Gildar) 4 Player Treasury
Well that sounds like a problem. Is this the 1.3 or the beta 1.4? If you have a save they might like to see it.
Do you have the name of the quest?
This bug has been been around for a long time. But since it was done with cheats they are probably not worried about it. But let me present the place where this bug is prevalent without cheats Deorcnysse This darkling city starts as level 1 (if you capture it first turn (obviously cheating, you can upgrade to fortress, conclave, town), but if you wait past first turn the city moves to a level higher than 2, and thus skips the level-up option like you did above. Hence, the reas
Vetrar leaving the wildland might cause the bug of him not unlocking the wildland. Although I haven't tested it by killing Vetrar in his wildland.
Taddy hat as with any mod you must start a new game.
You can use Notepad to edit the file. (any steam updates may overwrite this change, so be prepared to redo if necessary.
[quote who="Primal_Savage" reply="6" id="3403131"] I say nuke it from orbit[/quote] It's the only way to be sure...
Remove this from your spell (noble legacy in the first game modifier) E_Celerity_Particle all's good.