After reaching the second gate, it appears that in order to open it I'm supposed to investigate a camp that just spawned. However, it spawned inside the gate, so there's no way I can get to it. The red arrow in the picture points to the camp:
Publius of NV
I had run into this problem many times in past betas, but so far in .952 have been able to clear two wildlands despite saving and then reloading later. I'm sorry to hear that the problem is not entirely fixed.
I restarted the game with the cheat option so that I could use ctl-U to reveal the map, and could not find Procipinee on the map. I suspect, from the red dot in the lower left quadrant of the mini-map, that she spawned in the ocean. Saved game is the same as the one provided in the original post. After typing the above, I thought of checking the cloth map, and sure enough, there she is,
The 105 hit points must explain his faction's power rating of 2.
Thanks for the info. Yet another UI feature that needs to be documented someplace for the newbie.
Great! Thanks very much, Lord Cobol.
It took me a long time to find one of the two apparently missing sovereigns in my game, but when I finally did it became apparent why I hadn't found him before - he was on top of a mountain! Saved game here. (Edited to change title and fix minor typo).
The new tactical UI shows a bar with up to 7 spells/items/actions available. It would be a great help if this bar could be resized to hold more options, for example by allowing the player to grab the end of it and drag it to the right, like a similar bar works in Dragon Age: Origins. Failing that, or in addition to that, it would be helpful if the player could reorder the spells in the bar, so that the most used spells can be placed there.
[quote]19)In the ledger the details button does not seem to do anything for me, some feature still intended there but not yet implemented?[/quote] I think that what this does is to open the city details window behind the ledger. At least when I tried it, when I exited the ledger window I saw the city details window. Seems like a bug to me.
[quote]8)When entering battle (with unit A) strategic view first jumps to next unit (unit B ) with moves available, before opening the tactical battle - also Unit B remains selected even if I have moves remaing on unit A. This is irritating, please keep focus on unit A.[/quote] This is indeed very annoying. Those of us who hate it and have been in the beta for a while turn off "Autoselect next unit" in the options menu to avoid it. It should be fixed.
[quote]6)Pathfinding AI seems to not take roads into consideration, when mobs are near, even if the movement would NOT end up even close to mob, any way to take this into account or will I need to keep that under manual control?[/quote] Pathfinding does take roads into account, but despite one fix in .952, there are still problems with armies not being able to pass through other units/armies/towns while staying on the road. I certainly hope these problems are fixed before release.
[quote]2) Sometimes the toolbar of the abilities and spells is not visible during first round of combat, happened also once during combat - even though I can activate abilities if I remember the proper number[/quote] I was wondering if anyone had noticed this. I've had 3 battles where my impulsive sovereign, who is supposed to move first, couldn't cast any spells the first turn in combat because the spell toolbar wasn't present. After the first turn, the toolbar was displa
This confused the heck out of me the first few times I saw it, until I figured out it was strategic+tactical, now I don't even notice it anymore. That's the problem with being in the beta from near the beginning - you get used to quirks that will definitely puzzle new players.
Can someone remind me of how to enable cheat codes? I think it's a switch that you specify on the command, but I can't remember what it is. I suspect I have two empires that never founded their starting city, and I want to use control-U to reveal the map to make sure. Thanks.
I currently have 26 towns. If I use the scrollable list of towns that runs down the left hand side of the screen, it only shows me 25. I had noticed this earlier, that it would show me all but one of my towns after some threshold limit, but I didn't notice at what number of towns it started happening. This list is difficult to scroll in the first place, mouse placement before using the scroll wheel seems to be critical in getting it to scroll at all. And if the list grows to
This has happened to Karavox in my current game. If I mouse over him he's listed as "immobilized" for 1 turn. But the immobilization doesn't expire, the next turn the mouse-over says the same thing.
Still, I've seen some battles on large maps where the focus shifts to the active unit, and since the battlefield is larger than the window, you are forced to drag the map just to see the unit you want to target. Then the focus shifts back to the next unit, and again you have to drag the map to find a target. Zooming out didn't seem to work for me. This area needs some attention.
You hadn't accidentally told them to explore, had you?
[quote who="myosin2p" reply="6" id="3219962"]Is it possible that these outpots were built by two different AI, and that one of them was captured?[/quote] No, both of them were built by Kraxis. Being so close to my border, I saw them being built. All the other AIs were far away.
The human player isn't allowed to build outposts too close together - they have to be 3 tiles apart. But apparently the AI can put them right next to each other, as Kraxis did in this game:
[quote who="Kongdej" reply="5" id="3219430"]I also think Tribute should have a way better description, describing turns its going to take, and % of income taken/given so I know what I am clicking yes to.[/quote] Exactly. The player needs to be given enough information to know how to respond.
We've been reporting this kind of problem since beta 2. I haven't seen it in my current .952 game, but I had some invisible mountain tiles in my last .951 game.
Reloading autosave does not reproduce crash. Probably a timing issue. Completed tech research during that turn, in case that's involved.
Hit the turn button, slight delay, and then crash. Dump file and debug are in this zip.
When an AI "offers tribute", he's actually demanding tribute. The trade window that shows the offer does not make it clear that you are agreeing to pay 10% of your income to him. There's a tooltip that lets you know that 10% of income is involved, but it's not clear whether you're paying him or he's paying you. In addition to that, unless you've gone into the diplomacy windows and seen the details of the demand tribute and offer tribute options, you have no idea of the