The .981 change log says, among other things: Fixed the Market and Merchantcross Bazzar (so they are now buildable in towns) Please check the Tax Office to see if it has the same problem. I have a level 3 town and have the Cooperation tech for Tax Office, but it has not appeared in the build list. I also have the Economics tech, which enables the Treasury Vault, but it is not buildable either, I presume because it requires the Tax Office first. I c
Publius of NV
Excellent, I hope between us we have communicated the problem clearly.
You have LOTS more influence (752 to 0), does that have something to do with it?
4. I haven't seen this yet in beta 5, but I definitely did see it (and frequently) in beta 4. Does the Amarian haste ability count as an "autocast"? If so, that's probably why I was seeing it.
There was a thread during beta 4 about this, if I'm thinking of the same thing the OP is reporting. The problem is that some tactical battle maps are larger than the screen or window size, and that if the focus shifts to one of your units, enemy units at the far end of the map can scroll off the window (since the focus centers on your unit). In order to target such an enemy unit for a ranged attack (as an example), you then have to either zoom out until you can see the enemy u
If you put your mouse over the empire list, sometimes it allows you to scroll it with the scroll wheel. It seems to be very sensitive as to the mouse placement, though, so if it doesn't work for you try moving the mouse around. I've complained about this in other posts. I don't consider this a very robust solution, but I wanted to let you know that it can be done.
[quote who="Das123" reply="20" id="3231081"]Biggest annoyance is the lack of ability to set your forces up for tactical battle and then having your fast troops stuck in the rear lines. I'd be much more comfortable if just that UI issue alone was sorted.[/quote] Seconded. Doesn't need to be a full player-rearrange ability. Just put the ranged units in the back and the melee units in front. The way it is now, my mage units always end up in front and get killed before they can ac
After hitting "Pass" for several heroes in a tactical battle, I noticed that the little shield icon that indicates a unit is defending was displayed right above the head of several of the heroes, but was much higher for one of them. The odd one is circled in red in the screen shot below, if you look closely you can see the shield icons behind the heads of the other heroes. After trying this for
In my current game I see a slag, but it does not have the icon above it that indicates a lair to be raided. A few tiles away there is a forest drake, and it does have the icon. Are you sure the lair was there and disappeared, or was it that the lair was never there?
[quote who="MidnightsFX" reply="1" id="3228318"]Do any other games have this problem for you?[/quote] I'm not sure, I very rarely start up a game until after I've closed the lid. I normally only use the external monitor, the only reason I have the lid open is because I have to open it to get to the power button.
I think this has been reported before, but since I can't find it I'll report it here. I started FE in a window (not full screen), with both my laptop screen and an external monitor displaying it. I then closed the laptop lid (closing the lid is set in Windows to do nothing) and the FE window on the external monitor turned black. Hitting tab, escape, or clicking in the window did nothing. I had to close the window and restart to resume my game.
See this thread on the forums for how to report an error: https://forums.elementalgame.com/415301
Galactic Civilizations had a first to finish system. And there was rage (on my part) when an AI opponent beat me to a galactic wonder, and all my production on it was wasted. But it did let you build up your production capability so that you could start later and still finish it first.
Thanks, that what I was guessing and was hoping for. But I wonder if it would be clearer to new players and players coming from E:WoM if Pass was changed back to Defend. Just a minor suggestion.
Hit next turn button, crash. Zip with dump and debug is here.
If I recall correctly, units in tactical battle used to have the option to "Defend". And, indeed, the Defender level-up increases defense when "defending". In the new tactical interface, however, I don't see a "Defend". Is "Pass" in the new interface the same as the old "Defend"? Or has a change rendered the Defender level-up useless? Or am I just horribly confused?
[quote who="joasoze" reply="2" id="3225841"]Henchmen that you design very often cannot be produced afterwards (they are not in the unitlist)[/quote] Ah, that explains why it didn't work for me when I tried it for the first time today. Thanks.
After I hit the next turn button, the game crashed. I don't know if it's relevant, but one of my pioneers traveled over a "notable location" and I got the pop-up for that just before the crash. Zip file with dump and debug.err is here.
The "Refined" techs don't show as complete because they allow you to research them over and over again. If the effects don't accumulate then it's a bug, otherwise it's working as intended. The only one I've tried more than once is Refined Agriculture, and it does seem to work correctly, adding 5 food per grain each time it's researched.
The regenerate animation shown on an enchanted unit sometimes sticks on the strategic map even after the unit has moved. Here's a screen shot showing two tiles where the animation is still ongoing despite the unit having moved on:
If you enter the shop/trade window, with the trade window showing a champion with the regeneration spell in the lower right, then switch to the shop window, the shop keeper in the lower right now appears to also have the regeneration spell, as shown by the floating green stars:
[quote who="Gorshmak" reply="9" id="3225208"]On another note, here a screenshot for 14 (Healthbar not showing properly ):[/quote] Very good illustration of the problem. I saw that last night when one of my champions took two 20 point hits, leaving him with only a single point of health, but his health bar still showed him at 100%.
[quote who="Lord Cobol" reply="1" id="3225066"]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.[/quote] Good point. The main reason I was researching it was because I'd already researched almost everything else, and almost all my cities were idle.
I hadn't seen this before, but I started a new game today and there it is, floating in mid air (as becomes apparent if you rotate the view):
The description of the Guilds tech says that it allows you to build the Guild Tribunal and the Labor Guild improvements. However it appears that it only unlocks the Labor Guild, not the Guild Tribunal.