I had a lot of mana towards the end of the game, but not that much:
Publius of NV
Proof! Here's a Karavox army with 3 caravans in it:
In the Wildlands battle with Torax, when it came time for Torax to make his first move, he moved forward a couple of tiles, became surrounded by a red outline, and now he's not moving and none of my units can move either: Hitting "Toggle autoplay" has no effect. The only way out is to hit auto-resolve.
[quote who="iceboy105" reply="7" id="3135489"]they are showing up AI stacks and in tactical battles too![/quote] I just noticed that in my game too. Three army stacks with caravans in them.
I think the current bosses are fine. I like the large gain in XP, no matter what other rewards there are.
My capitol leveled up to level 5, and I selected the Onyx Thone. On the window where the choice of buildings was presented, the icon for the Onyx Throne was blank - other choices were not. In the build list for the city, the Onyx Throne is shown, and the icon there looks like a throne, but when trying to place the building, it can't be done. Saved game is here. City with unbuildable Onyx Thone is Imp
I just took another town that was defended by 10 defenders. One difference was that 3 of them were champions, whereas in the first town none of them were champions.
Also, 3 of the units ejected from the city were mage units. I thought the Beta 2 bug where mages weren't used to defend the city had been fixed?
Found the entry for Sion Temple in the tech tree, but could not find any entry for Sion in the Hiergamenon.
If I recall correctly, Frogboy had said in a post that he had removed the limit on the number of city defenders in a battle for the city. Yet I just took a city that was defended by only 9 units, and afterwards found 5 more units (singly, not in an army) right outside the city that had been ejected from the city (they weren't there before). Was I imagining Frogboy's post?
[quote who="Kongdej" reply="5" id="3135365"]I feel this is a problem with the pathing,[/quote] Exactly.
[quote who="mqpiffle" reply="3" id="3135220"]I believe it is purely a cosmetic feature[/quote] I wish it were purely cosmetic, but my armies are still dodging around them, being forced to leave the road.
Ah, thanks, I didn't realize that. Agreed, that is silly. My champion is already selected, why would I think to target her?
This type of problem has been reported in previous betas, but I think this is the first time I've run into it. After moving all my units, the turn button did not turn green, and when I clicked on it nothing happened. I did notice there was an Altar unit which was stuck in the "running" animation, in case that has something to do with it. I'd forward a saved game, but of course reloading the game fixes the problem. With the reloaded game the Altar unit is no lon
Has anyone else seen this? One of my champions has the sweep ability, to be able to hit multiple enemies surrounding her. But when I tried to use it the game wouldn't let me - the popup said that the enemy had to be adjacent - but I had 3 enemy units all adjacent to my champion. Is the fact that she was armed with a spear relevant?
My 5th Mass Effect 2 playthrough.
Still present in .91, which is to be expected since it wasn't in the change log.
While creating a custom sovereign, I got to the window where I'm supposed to choose a pose, but the choices were all blank:
IIRC, this was reported in beta 2, and has not been fixed. When a life shard is converted to a death shard by falling under the influence of an empire, the info popup tell you that it has fallen under your control and click to build on it, but the graphic has disappeared, and if you click on it and try to build it won't build. The next turn the graphic for the death shard still isn't there, but if you click on the tile you can then build on it. After that the graphic
That problem has been reported before. Not meaning to discourage you from reporting problems, just to say that the developers already know about it.
I'm not entirely sure, but I thought the game was always running windowed, with the "Desktop" resolution being a window the same size as your desktop resolution. I could certainly be wrong, of course.
This sounds like the kind of multithreading problem that Frogboy is very interested in debugging.
I think Frogboy said that limit of 9 had been raised in their internal builds, so we should see it in Beta 3.
[quote who="seanw3" reply="54" id="3118891"]There are so many new doors that open up with this idea.[/quote] Excellent list of possibilities.
One of the reasons for snaking cities is that certain buildings cannot be built unless a resource (forest, river) are adjacent to the city. In Frogboy's 1 tile city example above, it looks like he's got a lumber mill even though the city is not adjacent to a forest. If this means that with 1 tile cities those restrictions are relaxed, then I'm all for it. I have no problem with a separate window to view/construct a city.