I'm not sure the AI would play better with more Unit choices. More unit choices may lead to AI creating armies that are not effective. At some point I'm going to do an AI experiment and if it is successful, I'll need some help finishing this mod I have in mind. But first I must creates my own units mod ;) Edit: Just to be clear, I'm not opposed to the idea of uploading more units in general, because I think more units is at least more interesting.
parrottmath
When you play higher difficulty than challenging the AI get extra bonuses, giving them all the same starting mana would be such a bonus, as well as more gold. So, i wouldn't consider bonuses to the AI a bug when playing higher than challenging since they have said the AI do not get these until they play higher than challenging. One of the reasons I like this AI, because I can play a game without the AI cheating its brains out to play a game.
[quote who="Frogboy" reply="33" id="3418125"]And then we have, (biggest pain in the rear imo) the issue of how hard it is to get things moved around huge maps quickly (not teleporting, I'd be happy with just something that makes units move hella fast when in neutral or friendly territory.[/quote] I agree with this statement. There does need to be a faster travel plan when in friendly or neutral territory (or huge or large maps). Might I recommend a new tech on the tree or attach t
The AI is not broken. Since you've added the ability for the AI to do summons, I'm happy. I don't know about these other complaints people are having, since I do not encounter these issues in my games. I've got to experiment on the 1.5 diplomacy AI at the moment.
I looked through some of these. I don't believe that Children of the Storm would cause this issue. Black Market Bazaar does not I downloaded and checked the xml. Unlikely heroes seems to only change heroes and should not affect Bonesplinter's. I could be that there is a mild corruption or problem, try verifying your files and it may fix the problem.
The screen where you choose the path is a graphic. I don't think you can add paths to that screen without actually rewriting the screen itself. That is it will display your stuff in the order it loads it in your files and so you will always be missing your trait because mod folders are loaded later or you will missing warrior as that is the last one displayed before. But you will have only 5 showing up max at the moment. But the same prereq notion will apply to your tree a
Yeah the continuing of your youtube program...
Yithril is known for it's old style messages...
Add the prereq Allegiance Kingdom To each of the abilities. This is how the game gives you raise skeletons for empire and summon wisp and lightbringer for kingdom (reference mage path)
Well Primal you can't win them all... I can fix it, but not in the correct way.
[quote who="Ashbery76" reply="4" id="3417752"] Do achievements still work in the beta?.[/quote] If it is like the other betas, the achievements should still work. Some days I wish I worked at a place where I could play some games.
Could the problem also lie in the fact that you modded the AI Primal_Savage? I know you tweaked a lot of data points and in the process could have forced this particular situation.
Added special units to Queen Prociponee... "Desperate times call for desperate measures. All willing men and women may sacrifice themselves to the deep magics to better fight off the never-ending war against the fallen empire." Read the proclamation. Gives the ability to train a new customized specialized unit, giving special and powerful abilities. After one researches glyph stones these suits are available to be used to great and devastating effect. Currently going t
When you did this comparison I half suspected you would use Minnesota. Due to the high percentage of Nordic decent. I do find it interesting the comparisons made with such broad strokes between countries in general. Similar to when people compare states in the US. Especially when data is collected in a dissimilar way between countries. (Not necessarily the above statistics you are currently using). I do enjoy telling my students that 49.5% of all statistics are made up.
I'm sure Stardock would like to get that savegame...
All the tactical battles with an escape tile, but I'm not sure if they still have the functionality. (You are going to have to play with their map editor)
So, when it clears the Wildland, does it clear the tiles you created? Also, is it possible to Accidentally destroy a city or an outpost with this spell?
This is what I see... Although, when I loaded a map I did have the icon not show up. So, there is something fishy going on, but I do see the map icon as you see above.
I have the Artifact_Bones1_ClothIcon.dds showing up on my game. You can test this by creating a test map and placing down the Riddle quest. Might want to show a screenshot of what you are seeing, as I see the bones.
Yup, it crashes when you do that... (Note: unit is Bacco the Begger in Upper Righthand corner of map) I also noticed another oddity with the quest. In that you have an easier fight if you do not immediately rush in instead dilly dally... with the dialogue options. Namely, if you attack immediately you will fight Daxus 2 Level 5 Defenders 3 Level 1 Party of Spearmen ---- If you Hire Daxus and decide to fight you will fight ----- 1 Level 7 Defende
Might want to verify your in game cache. It will not have an effect on your current game, but future games it should alleviate the problem. Also, might post a save game and/or debug.err file, to help narrow down this problem.
[quote who="StevenAus" reply="55" id="3416673"] Yeah. As long as your whole army doesn't get killed, you would just continue with one more injury and stay where you are. Also, can we please have a way to dispel a strategic spell such as Tremor, Freeze and even Tornado, even if it costs mana per unit that is "cured"?[/quote] A simple solution is to increase the cool-down for these spells. (Possibly to 5 turn cool down for tremor, keep freeze at 5 turn cooldow
Are you using mods? This is a common error that occurs when a modder has included the art definition twice for mounts or horses. In particular what mods are you using so the modders can get this fixed.
Yeah it is a little wonky and so there is a bug, just not the one you reported :), they need to add something along the lines I have above.
Well I'm out of ideas as to why you were able to run the quest forward without having the 10 crystals as your resources (you do not need to get them from the Ophidians) Here is the quest condition, it cannot advance without charging the crystal. Mana_32.png Gather 10 crystals. &nb