See screenshot. After right-clicking each of the units onto the attack target (rather than telling them to move to a tile explicitly), two of them ended up on the same tile.
the_rats
I designed a unit that traded one point of defense for one point of initiative by wearing soldiers' boots. I selected the "best upgradeable" option for all armour pieces except the boots. When subsequently upgrading the armour of this unit, I had no option to keep the boots - they got upgraded to a full set of chain. Even just upgrading the shield replaces soldiers' boots with leather. I realise that the "best upgradeable" option currently only has an effect on the unit design
Two factions offered me tribute early in the game, but the amounts I got per season were negative. This doesn't seem to be an instance of the old reverse tribute bug, but rather just a matter of me becoming responsible for 10% of the other factions' seasonal losses, as the amounts eventually turned positive as the game progressed and the factions established their economy. Tribute payments should probably never be negative; if the faction offering tribute is making a loss, the
Alexan the Beetle used ranged shield bash against me in a manually-resolved battle. You can see the bashed knights at the very top of the screenshot - they are one tile higher than they started the battle, and missing a small amount of health. Alexan was at the center of the map at the time, two tiles from the bottom of this screenshot (you can see his tile surrounded by two of my other units). <img src="https://dl.dropboxusercontent.com/s/xc6gt908267yte1/LegendaryHeroes_1372675427.pn
Ongr was level 8 in my game (challenging world difficulty). He spawned on turn 50, exactly one tile from my second city, and proceeded to level it. It was a sad day for Gilden.
In the image below, the mouseover path tells me that it will take three turns to reach the tile on the other side of the city, where as in fact it only takes a single movement point.
I have a save game, but it isn't reproducible after reload. Will grab debug.err if it happens again.
1. Incorrect mapping of mouse cursor to strategic map tiles. This is incredibly frustrating and inconsistent, in some areas of the map it can make certain tiles unclickable. I described my experience in some detail in another thread, which I can't seem to find now. 2. Missing/undiscoverable stats. This is often a numbers game, we should be able to see all the numbers. Some specific examples: http
Yep, one of my first requests when I saw the new city detail screen. https://forums.elementalgame.com/432717 Also, allow us to click on an empty enchantment slot on that screen to open the spellbook directly on the city enchantments page, and cast one without selecting a target. https://forums.elementalgame.com/432673 I just played a game of Endless Space; that
Found a misplaced waterfall tile while playing a huge & irregular map. Might be related to the way this mod lays out the stamps: [Edit: Apparently, this is a vanilla problem. See https://forums.elementalgame.com/436853/get;3282886 ]
Found another watergate, this time in the water. This particular one may not be a vanilla problem though, since I am playing a modded map (HugeMaps_v1_1).
Very nice. Any chance of applying a texture to the trees? Close up, they look rather plain compared to the detailed ground texture: (Please ignore the skath couple in the corner.)
So, this funny thing happened. I met Shimsher (Yithril hero riding a mire skath). Except it wasn't quite Shimsher. This "Shimsher" had a mire skath for a head, making it look like a skath mounting another skath, discovery channel style. I am not 100% sure if this is caused by this mod, since I have a bunch installed, but I suspect it might be because as far as I know this is the only mod that affects character meshes. Other mods I have are: HugeMaps, ImprovedFactionColors, RiverBr
Fyi, having a dot (.) in the mod folder name seems to prevent it from working correctly. Couldn't figure out why your update wasn't showing up in game, until I renamed the mod folder back to "NewUmber v1" (from "NewUmber v1.1") and it worked.
Something else: are improvements expanding ZoC to blame for AI unleashing monsters so frequently? I imagine AI can easily be taught (and probably already has been) not to settle in a spot that will immediately unleash a monster. However, with autoplacement, it seems impossible to prevent your ZoC from accidentally expanding over a lair that was previously safe. I often find myself manually placing improvements away from a dragon just to avoid waking it, which isn't s
Awesome, thanks for the quick turnaround! [quote who="DsRaider" reply="10" id="3279711"]you will have to re-download both mods and start a new game[/quote] Will I need to clear out my custom faction and recreate it, or can that stay?
After reading the fine print above, also installed the faction traits mod, restarted with a new faction/sovereign (kingdom/urxen/kennel masters), but was unable to equip a blood warg. Same deal as with the horses. Edit: Found a plain warg in a pile of loot. The text said "although this warg wouldn't fit you, you can sell it in the nearest shop", however no warg in inventory. Assuming the disappearing mount issue didn't exist, can kennel masters not use plain wargs even
I can't seem to be able to put my custom urxen sovereign on a horse. The shopkeeper takes my money, but no horse.
Found a waterfall tile at the start of a river (weird), but there is no falling water, just some foam floating above the rocks. Saved game , in case you want to check it out. <img src="https://dl.dropbox.com/s/2tq1wgnlm6vifmf/FallenEnchantress_1353122793.png" alt=
The selected tile is a river, but it doesn't look like one; in fact the river is discontinuous at this point. Also, the tile just north-east of the selection is an impassable mountainside tile that isn't next to a mountain, just hanging out all on its own. Saved game , in case you want to check it out. <img src="https://dl.dropbox.com/s/fkixve2fkhyun4q/Fallen
Pretty sure this has been reported before; seems to happen when you hover over a tile on the edge of the battlefield and then move the cursor off the battlefield.
I don't use it in its current form. For a mage, there are plenty of passive damage boosters that make +25% irrelevant; for a melee champion, trading two action for +25% future damage makes little sense when you could be spending those actions dealing 100% of direct damage. Previous version of this spell -- no casting time, double damage for one action -- was more interesting. I used it often to power-up individual spells, and it gave a good reason to upgrade fire magic for melee c
[quote who="Martimus" reply="3" id="3273224"]they dont cost anything anyway[/quote] Confirmed again. Unequipped the crown, and my mana expenditure only went up by 2 (one enchantment and one summon I cast post-surrender). The other 6 enchantments that were there before Procipinee surrendered indeed appear to be free.
[quote who="NanakoAC" reply="8" id="3273277"]the solution seems fairly simple, don't automatically highlight any construction option until we've clicked on at least one of them[/quote] I think it needs to be stricter than that. I often highlight something to see the benefits, then decide to check something else first; clicking anywhere outside the build menu in an attempt to dismiss it places the highlighted building. The building should be placed only in the following