There have been problems with rivers ever since E:WoM. I posted a screen cap and saved game from .50 showing a river running into and 1 tile past the shore, with a waterfall 2 tiles out into the ocean. Parrotmath, despite his great talents, hasn't been able to fix all of these problems.
Publius of NV
That's just Ongr farting.
Ok, I just ran into this on .80. My second city had been contiguous with the capital for quite a while, and now I see that the unrest is calculated as if it weren't: Here's a saved game . For once, loading the saved game still shows the problem, so I hope you can fix it. I do know t
Steam downloaded it automatically for me. Have you tried just starting the game through Steam?
Certain tactical maps have had bugged tiles that prevented movement, could you post a screenshot so that you can point out the tile that's having the problem?
This might be caused by the already reported bug that when you load a saved game it essentially advances a turn instead of restoring the saved state that you expect. Just a guess.
[quote who="Reinbad" reply="6" id="3342879"]Another example, the tile right under my selected hero is inaccessible[/quote] I think I hit the same problem on the same tactical map. I can't move the selected unit to the tile indicated by the arrow.
It's been my experience in FE that to clear a wildlands you have to kill the boss, clear all the goodie huts, and kill all of the wandering monster armies from that wildland, even if they have wandered out. But with LH I was able to clear one of the wildlands by clearing all the goodie huts and beating the boss, even though one of the monster armies was still alive. So I'm not entirely understanding the rules, but I thought that you at least always had to beat the boss.</p
[quote who="Kestral2040" reply="22" id="3342874"]and Morian wandering, but his wildland is cleared so that's legit[/quote] How can you clear a wildland without killing the boss?
[quote]What does "+5 Defense when defending" mean? [/quote] A unit defends when it passes its turn, even after moving. So long as it does not attack, cast a spell, or use an ability to attack, it's considered to be defending. Long ago, in E:WoM I believe, the pass button was labeled "defend".
[quote who="ElanaAhova" reply="8" id="3343005"]OK, so if settlement builds the essence pool building, does that then allow a cleric to be added?[/quote] Yes, I've built the scrying pool in a town with no essence and the cleric became available.
The .80 (not yet released) change log says they've fixed this: Fixed an issue where the AI can ask for peace even if you aren't at war
[quote who="Sanati" reply="19" id="3342717"]That looks like an early game, did you use Ctrl-N at all to get a decent start?[/quote] You're right, I had used ctl-n. Thanks for pointing that out.
This problem is still present in .75. Unlike the scenario I gave in a previous post on how to recreate the problem, this time I saw it without loading a game from within a game. Exiting the game and loading a save doesn't reproduce the problem, so I'm not posting a save. Here's a debug.err in case
I don;t think .80 is released yet.
[quote who="NaytchSG" reply="12" id="3342474"]And something I've always wondered: why do Aegis robes get an AC of 5 without a dodge bonus, while the basic AC 3 robes get +5 dodge?[/quote] I try to avoid upgrading robes for exactly that reason.
IIRC, the 1, 2, 3, and 4 keys in the number row at the top of the keyboard also give you 4 different views, at least on the strategic map.
BTW, FWIW, I haven't been using any cheats.
[quote who="DsRaider" reply="11" id="3342185"]Also beating a sovereign means defeating them in battle, defeating a faction means killing a faction. [/quote] If that's really the case, those two achievements are broken. I beat Magnar in battle many times, but got no achievement for it. I defeated Altar in battle many times and wiped out all their cities, and got the defeated in battle after wiping them out but not the defeat a faction.
[quote who="parrottmath" reply="18" id="3342153"]Is it possible that if the AI attacks one of the guardians and loses, this releases them from their eternal slumber?[/quote] I've been wondering something similar - if any AI player starts the quest by moving a unit across the wildlands border, could that set the guardian loose? In the games I recall seeing it (and I must again qualify that this was on FE, I haven't seen it yet on LH), I'm pretty sure that one or more
I haven't seen it yet in LH, but I saw it several times in FE. Most notably I found the one from the swamp (can't remember his name) 12 to 15 tiles outside the wildland.
[quote who="joeherbert48" reply="7" id="3341818"]I don't think achievements are suppose to unlock until LH goes LIVE as in LAUNCH this is BETA remember?[/quote] Except that many of them do unlock already.
In GC and GC2, there was no notification that another civilization had started building a wonder, and it was really frustrating to devote a planet to building a wonder instead of other things only to find out that one of the AIs had beaten you to it by one turn. Here, you know that if it's available no one else has started building it, so you can grab it. Parrottmath has a point about possibly not allowing it to be moved in the queue, but on the whole, from the standpoint of w
[quote who="Derek Paxton" reply="4" id="3341653"]I went back and forth on the magic staves, whether to break them out into fire staff and ice staff lines, or leave them together. Its just an xml difference, no code is required. I'll have to think about it.[/quote] I'd like to see two separate lines. I will typically take both a fire and ice mage type units in each army, so that I'll have at least one effective magical ranged unit whether I run into creatures immune to fire
After defeating Lord Relias in his last city to end the game, I got the "Defeated Sovereign in Battle" achievement. "Exterminator - Defeat a faction" is still locked, though. I don't know what "defeat a faction" could mean other than wiping out their last city and eliminating them from the game.