Lower Land?
Michael_Zett
And another one: Received an "enemy in your territory"-Icon on the right side. This enemy was then attacking me. After I defeated them, the icon was still there. Clicking on it removed the icon.
Built a garden in this turn. While the food in the city detail screen was updated, the growth was not:
Tradr and caravans are good as they are.
It's the broadsword quest. it states that the hunter does not have the money but you take the sword instead. I think what they miss telling us is that the hunter doesn't like that and attacks or something.
Probably copy/paste...
Here's the dump: https://dl.dropbox.com/u/6141154/EFE/FallenEnchantress0_915-2012-06-05T20-05-33-277.zip Here's the AutoSave: https://dl.dropbox.com/u/6141154/EFE/AutoSave.EleSav After the battle against the spiders, the game crashes in the next few turns sometimes for sure.
Seems to crash repeatedly.
dump: https://dl.dropbox.com/u/6141154/EFE/FallenEnchantress0_915-2012-06-05T16-38-31-726.zip
very good post. diplomacy is a part of the game that should be improved.
Seen that, too, in 0.914.
Happened to me, too, fighting an enemy un-recruited hero and it's army.
i think they concentrate on bringing the last "new" stuff in so that with beta 4 the bugfixing will take over.
Did you consider scaling other values like city production, research, unit minimum build turns with the map size?
Look at the picture. The catapult sprite is not where the catapult really is but 3 tiles "south". I think I did the following: Clicking the catapult button but then using the right mouse button and then initiated a normal attack and perhaps some hectic clicking to revert my decision. [e digicons]:grin:[/e]
I like outpost levels.
You should add that the AI uses the wrong spells like protection from fire when one does not have fire damage.
[quote who="MisterAedan" reply="8" id="3158936"] 2) It is sometimes possible to do something on the strategic map while the tactical map gets loaded. That should not be possible. I have never been able to do this as a player, but AI armies do this all the time (even, sometimes, when supposed to be frozen by tremor). They get to complete their move and (in the most common example) destroy my outpost before I defeat them in combat. Extremely frustrating.[/quote] I think
Some ideas (considering that tacical combat should stay fast): 1) The minimum you should do for placing the units on start is a heuristic that moves ranged and "weak" melee (mages, pinoneers) units in the second row and strong melee units in the first row (you just have to "look" at the weapons). 2) It is sometimes possible to do something on the strategic map while the tactical map gets loaded. That should not be possible. 3) Wounding a unit that prepares a
I don't know how the ZoC on Outposts really work but here are some ideas/observations I made. 1. When hovering over the Outpost-Button I would like to see a preview how the ZoC changes if the Outpost was built on the very spot 2. When an Outpost gets razed I would like the camera to get moved to the place and not just get a "outpost in the north razed"-message. 3. Sometimes an outpost gets swallowed by another ones ZoC. I think in that case an undefended Outpo
I'd like it better if enemy armies would slow down movement so one can't move more than one tile if adjacent to an enemy army. So you could block your roads with an own army.
two attacks on a city with the second not beeing resolved happened for me too in 0.912. I didn't notice I could restart the application to go on. I wonder what the status of the second attack is in that case: did it never happen or is it resolved?
One thing I noticed is that the auto-garrison one gets is not reduced in a captured city. I would change that because I think if they don't like to work for me they won't fight for me either. So the player is forced to leave a garrison as long as unrest is high or risks loosing the city to monsters.
Here's the SaveGame: http://dl.dropbox.com/u/6141154/EFE/Turn_Off.EleSav I think it has something to do with the southern settlement. That has been attacked by Darklings in this turn, I battled them successfully. Then I think it said that the settlement was attacked again (by the bandits adjacent to it) but there was no combat screen. Also I was able to rename the bandit to Test. I don't think that should
Ah, okay I read the solution in another thread: Deleting the Screen folder in Program Data. Did that, works fine. Now the "Govern"-Button has moved to the little map. So I think the screen cache gets not updated at all.