LordCobol

LordCobol

Joined Member # 3294374
215 Posts 787 Replies 13,002 Reputation

I've seen that too. Only got the one building. Seems a bit of a letdown for a relatively expensive late-game tech. Also, this tech seems a bit off balance-wise because it helps you build faster, but by the time you get it you have already built everything.

2 Replies 1,279 Views

Just the word "cheat" at the end of the target in your shortcut, like C:\longpathname\FallenEnchantress.exe cheat

2 Replies 1,685 Views

Kill the good guy, then return. Works for me, repeatedly. Since this quest repeats, I now have 3 of the good blades. Victory quest: was hard when they had the sovie go in along, now too easy. Expect to see more fiddling in beta 5, the "balance" pass.

5 Replies 2,307 Views

Ideally they would combine, for 1 big tough fight instead of two little ones. Too many little fights now anyway. Not just talking about OP's special case -- rather have 1 big fight when I attack baddies. Like when I attack a city and it has more defenders than you can have in one army.

10 Replies 7,170 Views

hit "settle" & boom debug.err https://dl.dropbox.com/u/8928343/debug-settle.err it must have been really grumpy because it didn't create a crash zip save-game from 2 minutes before https://dl.dropbox.com/u/8928343/AutoSave.EleSav event viewer says "Faulting application

0 Replies 1,950 Views

[quote who="mmilleder" reply="1" id="3218291"]I think this one is older, since .950[/quote] [quote who="Kongdej" reply="2" id="3218316"]I have never thought to check whether they would have shown as buildable before like in your screenshot.[/quote] Me too.

15 Replies 3,884 Views

Problem is new in .951 for me -- .950 was fine. But since not everyone has the problem, something sneaky is going on in the background. And my .951 is on a new computer, so the difference I see might come from that, not the version number. In case it mattters: new - .951 bad: Win-7 64 bit, quad-core, integrated Intel graphics. old - .950 good: XP, dual core, ati 5670. How do these compare with other systems that have the problem ???</

20 Replies 10,873 Views

Mostly agree with Bing. Nuke the 3-turn minimum. Then maybe do something about wild resources. I can think of lots of possibilites.... 1: Make wild resources count half labor (the other half being done by the pioneers in the city. 2: Give us enough ways to speed a city's building so that wild improvements won't be such a drag. 3: Reduce the build times of most wild improvements. 4: Let us assign outposts to the

4 Replies 3,671 Views

Silly me -- i still remember they days of black and white monitors/terminals when green was considered better than white, so text like reply 6 was top-of-the-line. Spent about 15 years programming on green-screen. (Some swore by amber as better than green, but I never liked it).

15 Replies 56,869 Views

Yes, please. At least eventually. In the beta it might not matter so much because new versions come out before I get around to wanting to tweak the custom sovie too much (and I don't trust old custom sovies to work on the new version so I start new anyway).

7 Replies 6,343 Views

I made some progress...not sure if it applies to anyone else.... Original .950 issue: clean install on new Win-7 64 bit box. Installed .77 and it ran ok. Then tried to update to .950 and the install mocked me with the same "not found" message as the OP. Same .915 update worked on the ancient XP box that had gone thru all the updates from the beginning of the beta. Then today - tried the .951 update and install failed with the same message. Then

5 Replies 4,917 Views

Imperium has always been a problem. Never worked for me. Old posts for prior versions say to raze any nearby cities to bypass the limit on how close cities can be. Can't personally confirm that.

2 Replies 1,195 Views

I really, really think that population should (slightly) increase research & production, much like I think it used to. I want to feel like I'm getting something out of my huge-population late-game cities.

37 Replies 100,175 Views