I believe this has been fixed (i.e. it was a bug) in the latest update to the Preview version on Steam.
Publius of NV
While I would certainly buy the game if and when you do an EA, due to my travel schedule I cannot guarantee that I could be as active during the beta as I have been in past Stardock games.
I've observed the same problem.
In my 35 year career as a software developer, I have only once met someone who, employed as a tester, was so motivated that he read the source code and tried to find and solve the bugs he found. Unfortunately he died of cancer 5 years ago. Perhaps that says more about the companies that I've worked for than the people, but whatever, I salute you, parrottmath, you are one talented fellow!
In addition to using the middle mouse button, the numeric keys 1, 2, 3, and 4 above the QWERTY keys will shift between 4 preset views. For the most flexibility you have to use the middle mouse button, though.
There were bugs during the beta with the Abeix/Delin/Torax/Vetrar achievements not working, but I thought they had been fixed. I've been able to get all of them except Torax, and that's because I haven't seen Torax in any game since the beta drop where the fix went in. If you're really not able to get them, you might want to mention it in the LH support forum, it might get developer attention faster there. As for Kasst and Gallowman, if I recall correctly
Like parrottmath, I recall this from the beta as well. A number of problems were circumvented at that time by tweaking the video settings. Have you tried turning down (or off) the anti-aliasing settings? I know that helped some people.
Upon reading the title of the OP, I had expected it to be about eating young ogres, or something similar. Anyway, a confirmation would be nice, and wouldn't be annoying since you don't declare war very often.
I deliberately went for a turn limit win a couple of days ago, and did get one last night (only 2 Steam achievements to go, big whoop). The game did give me the option of continuing or quitting, and warned me that if I continued the score wouldn't be valid. I chose to quit, so I can't speak to what happens if you choose to continue, but this basically confirms what parrottmath said.
[quote who="GFireflyE" reply="1" id="3376088"]I'd wager steam just lost you your game.[/quote] Fortunately not, I was able to continue and win the game.
On a game started on 1.1, but saved and then restarted after Steam auto-updated the game to 1.2, I took Umber's city Cyndrum. I was surprised to see that it was level 8, since I thought that normal cities were limited to level 5. Anyway, the options to choose Produce Research, Produce Mana, and Produce Wealth were not available on the build menu. They are available on all of my other cities. I have a saved game, but unfortunately if I load it the build options ar
Just saw this on Steam and came here to get details ... will be buying as soon as I finish my current game.
Try going to stardock.com, logging in with your Stardock account, and review your downloads. You might see a "Fallen Enchantress Map Pack DLC". If you do, simply copy the serial number to your clipboard, go to Steam, and activate it. It will then download.
Given that bribing the AI was a majorly important tactic in GC2, I'd be very surprised if it didn't work in LH. Of course I haven't had a chance to try it, does it really not work?
With regard to the camera angle, I too change it frequently to avoid the problem of hills messing up mouse pointing. The numeric 1, 2, 3, and 4 keys (above the alphabet part of the keyboard) switch to different standard camera angles, perhaps there's one of those that you'll like better. As far as I know there's no way to lock the camera angle where you left it, that's an interesting idea.
[quote who="onomastikon" reply="6" id="3374439"]- hotkey for cycling through units with movement remaining[/quote] Doesn't the tab key already do that?
In the scenario, at the Forge of the Overlord, there's this: "When you stand on it you feel the complete power of Elemental running through you. You feel Procipinee straining to keep the way into the forge open an through that whole into the world ..." It should be hole , not whole .
I don't know if this is another bad tile in a tactical map or a bug where the game should never have placed a unit there in the first place. I've seen this map many times before and have never seen a unit on this tile. Anyway, the tile indicated in the map below has a unit on it that cannot be targeted by ranged weapons. I never got a chance to see whether melee units could attack it, since the unit moved off the tile before I could get a melee unit to it. <i
[quote who="N1ghthavvk" reply="1" id="3373895"]The setting is controlled by the "Pacing" game setting.[/quote] Thanks very much. The fact that the tooltip for Pacing doesn't mention anything about the turn limit didn't help me find it.
It's apparently possible to win by having the highest score when the turn limit is reached (and there's a Steam achievement for it). How many turns is the turn limit? Is it dependent on the size of the map? I found an old post on the forum from the beta that said it was controlled by a game setting, but I can't find the setting referred to. Edit: BTW, I searched the pdf manual that came with the game and the Hiergamenon, and neither mentioned the turn l
Armies can also get unintentionally stationed in a city if they are right next to it, you click to build a new building in the city, and the city expands into the tile where the army is standing.
Yes, I've gotten all of the last 4 from fame.
[quote who="jonasadolphson" reply="6" id="3372895"]For example, it may make sense to keep the +initiative boots on the archers and not upgrade them along with the rest of the armor.[/quote] I agree, that happens to be my main complaint with the way upgrades work.
[quote who="coyote303" reply="8" id="3372157"]So, can this file simply be edited to remove the block tile for this starting point tile? If so, is there any reason why making the change wouldn't be a good idea?[/quote] See my post above (reply #4) for a link to another thread where parrottmath already provided a fixed file.
If I remember correctly, I posted during the beta about a town that intermittently would show the 15% unrest penalty for not being connected when it was indeed connected, and had not been showing the penalty the turn before. After another turn or two the unrest penalty would go away, only to return again later for another turn or two. Whenever I saved and reloaded the game, the problem would go away. So I think that this is a real bug, but I would expect it to be very diff