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.
LordCobol
same here (same as OP)
Just the word "cheat" at the end of the target in your shortcut, like C:\longpathname\FallenEnchantress.exe cheat
It's there -- left-click a spot on the battlefield and drag.
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.
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.
Darn. I haven't seen it yet it .952. But it has been reported before in older versions .95 https://forums.elementalgame.com/429719 .915 https://forums.elementalgame.com/427669 and https://forums.elementalgame.com/427105 Best guess is i
Saw this months ago -- haven't seen lately mostly because I'm rarely auto-resolve. And yes, annoying.
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
[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.
I had that several times months ago .91x (?). Haven't seen it recently.
yes, please
I've seen this in .951 or .950 too.
If I had a gildar for every time this has been requested..... You'd think they would get the hint.
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 ???</
[quote who="Frogboy" reply="3" id="3216378"]We originally were going to say the release date was February 2012. But you have to put a date in the future. [/quote] With the right kind of sci-fi game, maybe not.
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
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).
Same here. Start city within a square or two of both forest and river. Snaked to reach both ASAP, but still can't build lumber yards or river buildings. No other cities nearby.
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).
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
There is a reason this request comes up so often.
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.
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.