This has been reported many times before. I'm not sure what is happening with the surrender script (unless just before they croak they spend all their money by buy greaves. Or in the name of a really bad joke by Stardock, the surrendered hero is grieving... I do hope that this is addressed at some point.
parrottmath
Monsters University $10... kids will be happy.
Then there is an issue... Which Wildland is having the issue. I had no problem with a cleared Asag (Swamp Wildland) and using this spell.
The imperium always has the settle tile. Sometimes the AI will settle two closely to make this tile visible at times, but it is there from the beginning of the game.
I boycotted the go out on Thanksgiving (the food I make is too tasty to go out, and the time with family is far more fun than shopping. Plus if you drink homemade meed why go out). The black Friday non-sense I went out like I normally do on any Friday for shopping. The deals are nice, but not the reason I go out shopping Friday. I also say thank you and chat with all the workers at any of these retail stores whenever I go out, as it is the appropriate thing to do. In general, be respectful al
There are some design ideas that I would have went without, but this upcoming patch is fixing a bit of the problems (1.18) I'm playing the hot-fix at the moment and there are some improvements. This single ship idea, I suspect that they are going to do some DLC where you can get another campaign with another type of ship to fly around in... From what I see here I see way too much in the idea of Pay to Play going on here, which I hope is not the general case.
Happy Thanksgiving...
I cannot always agree to only bug fixes, since a bug fix might be a new interface button and thus it is a new feature and would have to wait for the next patch... but since they have to release the bug fixes with this patch it would be forever in a infinite cycle and destroy all future patches... I do agree however that some polishing needs to happen with the current build. Maybe list some of the errors in a single thread for them to pick at again, so as to know exactly what bugs you
I enjoyed this read. Keep it up. Shame about the bug though, and as the author of the snaking mod, you can build the logging camp and the pier whenever your city is next to forest or river. Without the mod though the rules are such xxx x c x xxx If the city is in the middle there, and there are ANY forest tiles on the x's then you may build a logging camp on forest tiles as long as one of the forest tiles are located as such. Once all these forests
If the growth of the cities is the problem for the dead AI, then might as well add the cheat for the AI undead units by giving the AI undead cities growth abilities. If it is the case that they cannot settle other cities, then remove the population requirement on the pioneer (which is really easy to do) In fact, you can create a special AI only pioneer that the player will not see that will not remove any population. Since the AI creates undead soldiers and they sit around in their ci
My fix is still working, I guess I can polish it up, so these beasts only stay on their wildland.
Actually I see the main lair stacks move on their own anyway, it just takes quite a few turns. (I noticed this when I was waiting for all the monster to move off of their lairs on a wildland so I can clear it.) I also notice with this most recent iteration that unit stack icons are grayed out slightly.
The problem lies with the fact that the spell is summoning "WildingRider_Group" There exists no such unit, there is however "WildingRider_Party" Summon Wilding Summon a level 4 Wilding Rider SandCrawlerRider_Medallion.png <Icon
I make several outposts as it is now. There are plenty of times when I reach population max on some of my cities and so I just build a pioneer instead of leaving it maxed out. There are some cities that have a growth of 5, and so 6 turns population is recouped...don't really see the disregard to pioneers costing 30 pop to build an outpost.
Are you sure this is not fixed, I was able to do this in my game. Edit: Note you may need to start a new game.
Why not set a prereq to prevent the AI from building pioneers until the city is level 2. That would mean the AI will never create pioneers from a city level of 1. I think that would be a good mod for this as well. But to make a unit that only builds outposts seems a little unnecessary at the moment.
It is a miss perception that the hostile world is not attacking the AI. It is and there are a lot of battles between the AI and the hostile world. They do not get a free ride. But if you decide to play the game on higher difficulty, i.e. the world becomes more difficult for you, then the monsters tend to target you more and more to make things more difficult.
Mind I would love to see this game created, since I like the aspects of bridge commander. I hope for the best in your kick-starter and see it succeed. Don't get me wrong when I say the risks are a little much for me (as I'm also strapped for cash at the moment). If you say that you have the basic rights to pursue the game, and you have the blessing from and have given credit to all the model creators you are using for the game, then I hope that you get the support necessary to
Wonder if it is a memory problem there... I assume it is late game.
The spell summons a new group of wilding riders. It doesn't increase the size of the stack of any previous group of riders.
There are times that I find funny that the assets won't load from the documents\my games\Legendary Heroes\Mods\GFX folder. Sometimes it requires one to put it in the core gfx folders. Try that and see if it works out.
The compatibility comes from Stardock actually putting in the background stats for each of the monster units. But, the aDLC04_units.xml do not have the appropriate background stats (probably an oversight).
You can change the color of your golem by switching the metal color. But it seems to not register the change unless you re-select the third option again. I agree it is probably not working as intended, but I can still change the color of the golems.
The bonus is 10% to 25%. I agree that it won't destroy the economy, but I was throwing the AI a bone. I think that the cycles to reach that level is set WAY to high. Might I suggest other milestones for the game... 5 cycles to reach path 15 cycles to reach road 30 cycles to reach highway --- A simple computation of a caravan between capitals and the time for upgrades...(Note: this is assuming your caravan doesn't get destroyed for any of the tri
It saves them all you make. It is in your documents units folder, but the steam cloud seems to like to replace them (unless this has changed, I've turned off my cloud for this game) Retiring the unit will delete the unit permanently. Hiding a unit is only available for the core designed units.