The bug I refer to in my post is the one where pioneers who are en route to a destination disappear on reload.
Vithar133
Overflowing (civ) and Polymath (sov) are solely there to give you extra customization points. Pioneer production works on a per-city basis. Each city generates one resource which gets you one pioneer. Until you use that pioneer (settling, outposting, dying) you're out one point (which means encountering the bug that makes pioneers disappear is really, really, crippling in the event you've only got one city). Beer...is good for diplomacy tr
Maybe they get lethal cabin fever?
This update reminds me how much I miss the champ camps. Plays nicely with the fame milestone champs as well. However...The champs don't sit on their camp squares, instead hanging outside (oddly, every example I've seen seems to be one square to the west). Very minor, obviously. Guess they were tryin' to get a last smoke in before they got recruited? (...Maybe going to the west of their camp makes them feel better while o
Why not go with FE: Beyond Legendary Heroes?
Regarding the stats screen: Primal did include several dxpacks for editing the unit details window in terms of resolution, which might fix the issue, depending on your resolution. If that doesn't work (or, even, in addition to that change), you can hide some of the stats. You also have to be up for a bit of modding, as it requires you to edit the " " tag in XtraDeconstruct's UnitStatsDetails XML. Both solutions are given
It could be that you didn't get the latest necromancy revamped compat files, or that you're running an outdated version of ΧD. I'd also post this in ΧD's thread, and hopefully Primal will see it.
It seems like the Ranger path compatibility download doesn't have the ranger files, but the paladin's files.
I've been wondering something. I've noticed that, when I go into the Ledger tab of the governing window, the cities don't get organized by Conclave/Fortress/Town any more. In fact, they all seem to still be classed as villages. Is there a reason for this? Edit: After a quick glance, it seems to be due to you renaming them as "2. Conclave/ 3. Fortress/ 4. Town/ etc.". Is there a reason you did this? I'm mostly j
You know, that seems like it should have been something set at the start. I suppose, though, that might make it impossible to cast if you set the magic strength too low.
I've never seen it happen (but I play against lower difficulty AIs). Do you use the leader pack DLC? Maybe it's a problem with that? (I've stopped using that in lieu of CoS, so yeah, can't actively test that one).
That definitely explains a lot. Thanks for the answer.
Ah. Didn't notice (I haven't done much training in this game) that yet. Also, will units you get from a quest (Panca/Wilbur's Archers, for example) be upgradable? Kodrin's Squires seem tobe upgradable, though I think they're the exception.
I've noticed in battle that the "cards" on the side that show character-turns/some spells still show the weapon bonus autocasts (which still have to be run through pre-battle).
It is an interesting twist, that I will admit to. Mostly just curious as to if it was intentional or not.
So, I came across Sir Kodrin in several games and I started to wonder. He's a quest-reward champion, and a mage...but he's wearing plate chest armor? Any one know if this is intentional?
In my current test so far, Sanatorium doesn't seem to be player castable (no valid targets). Haven't gotten to Curgen's AI Volcano yet, though.
Are players supposed to be able to access the...Sanatorium spell? Also, the last two sets of spells (the "trading" spells and the sanatorium spell) still say String not found.
Odd thing is, beyond installing the Ranger mod and applying the χD compatibility patch for the mod, I didn't touch it at all.
http://i199.photobucket.com/albums/aa108/Sword_of_the_North/2014-08-13_00001.jpg You'll see the ranged attack attribute on the far end of the attribute section (as you can see, I've yet to level enough to get the character to have the paladin's sword skills). And...that interlude is a good reason why you don't try lic
[quote who="StevenAus" reply="43" id="3485606"] find a way to save defenders between attacks on the same turn (applied to both human and AI) which would be even better. [/quote] Makes me wonder if it might be possible to give the city a hidden "health bar" that fully regenerated every turn. The state of the health bar either determined the available defenders or the quality of those defenders, perhaps?
I've noticed that the Sword Attack attribute for the paladin class seems to remain hidden until you actually gain sword attack bonuses from the paladin tree. Is it possible to do that with the ranged attack attribute?
If I understand correctly, any weapons that have the Paladin note should be swords, and thus not limited to just paladins. That note refers to the fact that those weapons will enable paladin abilities. I think.
Hmm...good point. Suppose one could say that an administrator/commander might need to be someone who can hold a hammer? Although, thinking on it now, most of the commander heroes use hammers anyways, iirc.
Was referring to the class. Also, out of curiosity, why hammers for the commanders? I would imagine spears (since you could attach banners to them, maybe) as a better option. Maybe hammers for the defender class? ---- I see your point, highwayhoss, about the traits. (I haven't really looked into them recently either).