Raa00

Raa00

Joined Last seen Member # 3169661
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Hi, Thanks for the reports on dynasty kids. Moves are getting a bonus that they really shouldn't be getting during stat randomization, and it's now been fixed internally. Also, there has been a major nerf on the essence a kid inherits from their parents... I thought that it made it in to 1.08, but mana of 1800 or even 800 should not be possible with that. [quote who="Kalin" reply="10" id="2788626"]About the baby champions (ones that have baby card pics), they

32 Replies 24,695 Views
Reply to 108 crashes in WOM Support

Hi, could you post one of your save games from 1.07 that is crashing on load as well? Thanks.

2 Replies 875 Views

Thanks for all the replies, everyone. We've discovered the problem; some of the confusion came from thinking a bug fix made it into this update that actually did not. Anyways, this will be fixed in the quick update today, thanks for your patience and help.

25 Replies 66,711 Views

Hi, I just wanted to clarify that, as far as the devs know, no changes have been made to how recruiting works since 1.07. This bug is not a result of harder recruiting standards or costs or anything like that, since the behavior that you all are describing makes it sound like the NPCs are simply being created as regular units (which is a bug), meaning they cannot be recruited. We are trying to reproduce and look into the problem, so I wanted to ask for clarification: are y

25 Replies 66,711 Views

Hi, Actually, if you do have any saves that show your children being spiders, or even just not the right human/fallen portrait or whatever, when it is loaded, it would be helpful if you could post that up here. Some people have mentioned issues with portraits getting swapped on load, but this is the first I've heard of being a different unit altogether and not being able to find the unit on the map, so it'd be great to check out that save file. Also, if you have a save f

8 Replies 6,107 Views

Hi, Thanks for the detailed breakdown of where to look for these bugs. Someone mentioned last week that they also did not get any of their movement bonuses when they loaded a save game; however, I was not able to reproduce this with my own saved games. I was wondering, does this happen only in autosave, or quicksave, or anything particular like that? Do you have a save with a unit that has some movement bonuses that, when you load it, the movement bonuses are gone, a

2 Replies 1,812 Views

Hi, Thanks for the bug report. This has been fixed internally now. And since you mentioned editing xml, in case you are curious, the A_Agility ability is actually old and no longer affects anything in game now. However, any ability named A_[UnitStatTypeInternalName] will provide a multiplier bonus to that stat for every unit owned by a player. Therefore, if you are interested in making a tech to change the movement stat of your units (or any other unit stat, fo

5 Replies 3,887 Views

Hi, could you please post the save that shows this? It would be very helpful in getting the issue fixed. Thanks. Edit: This has been fixed internally now... if you want to send in a save so we can make sure there isn't anything else going on particular to your game, you can, but your breakdown was helpful and your guess correct, the economic treaty wasn't being taken into account. Thanks for your bug report.

1 Replies 6,229 Views

Netriak is right, the A_ManaRegeneration tag in Umber's xml is causing them to have very high mana regeneration per turn. This has been fixed internally, thanks for pointing that out.

4 Replies 2,757 Views

Thanks for the save. It's revealed that refugee camps that are outside of a city do not actually affect the cap of the city they are linked to until the city is built up to them and that refugee camp becomes protected by the walls of the city. However, the population cap breakdown for a city a refugee camp is linked to, but not a part of, is still showing the refugee camp as affecting it. Thanks for bringing up this inconsistency, refugee camps will be changed to correctly a

8 Replies 3,315 Views

Hi, after updating to 1.06, are you still having problems with your sovereign's extra moves from abilities not being awarded on load? I have been unable to reproduce this with a sovereign that has the Tracker talent and Adventurer profession, so if you have one of your autosaves that shows this, that would be helpful in illustrating and tracking down the issue you are having. I was able to see that units completed the same turn as an autosave are not around on loading it,

4 Replies 3,215 Views

Thanks for the helpful bug report, I've verified the bugs that you noticed, both the faction abilities getting reapplied on loading a game, and wild improvements double-dipping from those bonuses. These both have now been fixed internally.

6 Replies 11,464 Views

Hi, could you please post a save where you have a ship that, when you try to eject it, it shows up in the middle of the town? This was indeed reported during the beta; however, it was thought to have been resolved, so any additional information we can get to try to figure out what circumstances still cause this to happen would be very helpful. Thanks.

2 Replies 2,420 Views

Hi, In 1.05, you are allowed to build improvements on resources even if they are outside of your zone of control if they are adjacent to one of your cities. Was this the case with the gold mine you mentioned above? However, I can't think of a reason why you shouldn't have been able to build on a resource that is within your zone of control, like you mentioned in your last sentence. Do you have a save game that shows this that we can take a look at? Thanks.</p

2 Replies 1,568 Views

Hi, I believe that refugee camps need to be linked to a city to work (since their bonus is by definition city-based), but they do not need to be absorbed into a city. However, wild improvements do need to be within 5 tiles of a city to be linked to it, so is it possible that your refugee camp was just too far away from any of your cities to link to one of them? If you have a save game, I could take a look at it and make sure there isn't anything wrong, if you'd like.

8 Replies 3,315 Views

Thanks for the save, it revealed a problem that those wild improvements were not linking to cities based on how close the closest improvement was, but instead how close the city hub was. This kept your adjacent resource improvements from linking to getting absorbed into the city. However, in general, wild improvements do not need to be linked to a city in order to produce their resource; being linked to a city means they get the production bonuses of that city, and they show up in

4 Replies 4,154 Views

Hi, could you post a save with the logistics tech missing, so that we can load it up and see if anything funny happened to that tech? Thanks.

10 Replies 4,999 Views

Do you have the save game for this? It'd be helpful to see if there is a particular improvement causing your issues. Notably, I can see how a bug in linked improvements linking and unlinking themselves would cause this issue, a bug that has been fixed internally, but in case you have found a different issue a save would be helpful in investigating it. Thanks.

5 Replies 2,866 Views

Actually yeah, a save game would be helpful; especially helpful if you happen to have one from before the boat got stuck on the land. Also, do you happen to remember which of the water tiles around your town you clicked to unstation the boat, or the general direction you were trying to send it? Thanks.

4 Replies 1,055 Views

Ok, thanks for looking into it again for me. I apologize for asking for a crash dump, since only just now I see that you mentioned you got no crash dump in the title of your post :). Knowing it is not necessarily reproducible from a save game is helpful, though, if only because we know it isn't necessarily fixed just because the save game doesn't crash. As for the messages about the missing animation subpacks, I did notice those, but was getting the same errors without a c

5 Replies 3,397 Views

Hi, if this is a common crash you are getting, could you please post the .dmp file from when the game crashes again when a caravan arrives at a city? Thanks.

2 Replies 859 Views

Hi, Thanks for the nice report. However, when I loaded your game up and moved the caravan onto the city in your picture, I wasn't able to reproduce the crash. When you load up that save game yourself and do the same thing, does it crash for you again? If so, could you send the .dmp file (if created) from your Program Data/Stardock/Elemental folder? Thanks.

5 Replies 3,397 Views

It is intended that the summon unit spells that are in the game now can only have one of each cast per caster. You could cast as many as you wanted in the previous beta because it wasn't hooked up yet, but these spells are now set explicitly to not stack. The imps, bears, etc. having the same stats is also just placeholder stuff like Gorstagg guessed... most of the units that can be summoned with spells in the beta build you guys have will be either trolls or golems, despite wha

6 Replies 1,286 Views