This was reported in this thread: https://forums.elementalgame.com/416896 As best anyone can figure out, there's a bug where destroying a monster stack somehow causes a city to disappear. In most cases reported in that thread, the fertility of the land under the city goes away also.
Publius of NV
[quote who="Lord Cobol" reply="34" id="3081272"]the first thing I would do is add a line saying the queue is empty to the building notification we already get[/quote] I could live with this. As long as (1) when you click on the notification it takes you to the city so that you can then issue new build orders, and (2) city level up notifications also allow you to click on them and take you to the city, since new building types might have become available due to the level up. 
High level quest huts, before their required tech is researched, show their difficulty in a tooltip when you hover the mouse over them. They say, for example, "Research Lord Breon's Letters to attempt deadly quests". After researching the tech, however, you can no longer tell what level of difficulty the quest is. I raced to research Lord Breon's Letters in order to be able to hire a couple of higher level champions. Later, my second best army blundered into
The description of the Celerity spell in the spell book says that you can cast it more than once on a unit. I've tried that, and it doesn't work. A unit that has Celerity already doesn't show up as a possible target when you cast it again. Either the description is wrong or the spell should be castable the second time.
[quote who="smakemupagus" reply="2" id="3080888"]Yes. I'm not sure that the problem is only in cloth map, It can also sometimes be hard to see which mountain squares are impassable on the zoomed-in view.[/quote] Yes, I agree. And sometimes when I click to set a destination too close to a mountain, my army goes charging off in a different direction. Haven't figured out what's causing that yet.
We've been discussing this in the FE support forum in this thread: https://forums.elementalgame.com/417572
I've noticed that sometimes an army will go through a city, and sometimes it will go around it. I wonder if that movement has the same problems as the caravan.
[quote who="Lord Cobol" reply="25" id="3079361"]Late-game with large maps, most of the Zzzzs will be down below the screen. Gimme popup.[/quote] I'm on my first game that has lasted long enough to have to srcoll down the cities, and I strongly agree with Lord Cobol. If the city has just finished building something and is now idle, give me a popup. If the city was idle the turn before, no popup. That would nicely handle the situation I'm in now, where all of t
[quote who="Manii Names" reply="2" id="3079745"]This is something that should be changed IMO.[/quote] Yes. If you can get around it by selecting one unit out of your army and then moving it through the caravan, and then moving the rest of your army through the caravan to link up with the first unit (and you can, I've done it), it's kind of silly to block the whole army from moving through.
[quote who="seanw3" reply="1" id="3079701"]It is intended to be a one per faction building. The Hiergamemnon has just not been updated. [/quote] Ok, thanks.
Once I start building a theatre in one town, I don't see it appear on the build list in any other town. The Hiergamenon doesn't say that you're limited to a single theatre, is this working as intended?
When a full army (one with the maximum number of units in it) tries to pass through a caravan on a road, the army will leave the road and go around the caravan, losing one or more movement points in the process. It's as if FE checks to see if the caravan can be combined with the army and decides not, when it should be letting the army stack and pass through. Armies with open slots don't have this problem.
[quote who="StevenAus" reply="2" id="3079561"]I haven't seen the Beacon of Hope in FE Beta.[/quote] Same here.
The zip file, if created, should be in your "\ProgramData\Stardock\Elemental - Fallen Enchantress" directory.
Ah, I take it back, there is now a caravan to an Umber city listed for my capitol city.
Later in the same game Umber offered me a trade treaty along with 95 gildar. I accepted. The econ tab didn't show any treaties with them, and there was no caravan to their city. A couple of turns later I offered them a trade treaty plus the 29 gildar that they wanted, and only after that did the treaty show up in the econ tab. A road appeared to their city, but none of my cities list a caravan to or from their city.
[quote]Right now it prompts me once and then goes silent. 30 turns later when I do have the tech, I have to hunt them down/remember that the place is in my ZOC. If this occurs early enough in the game, it is hidden inside the borders of my city.[/quote] Agreed. I just researched mounted warfare, and then had to go search my territory to find the wild horses to build on. Annoying. It might not be as bad if unbuilt resources had the pickaxe icon over them and built res
I don't remember how this worked in EWoM, so maybe it's working as designed. But it still seems odd. I offered a trade treaty to Altar. They wouldn't accept it unless I offered 21 gildar to go along with it. With that, they accepted it. I checked the economics tab on the govern window, and it told me that both Altar and I were benefiting from a 10% increase in gildar due to the treaty, which netted out to +3.1 for me, and +.5 for them. So far
[quote]In combat it would be VERY nice to be able to hover over an opponent and see what it's movement range is, or if this exists I did not know how to show it.[/quote] This does exist, but as far as I can tell it doesn't always work. Most of the time if I hover the cursor over an opponent in combat, it shows his movement, attack, defense, and hit points. But sometimes it shows me nothing at all. Agree with your other points.
Here's another crash from the same game, loaded from autosave and played for several more turns: debug.err is here. zip file is here.
Large map, autosave every turn, game crashed on turn 4 with the windows error box "Fallen Enchantress has stopped working". The debug.err is here. The .zip crash file is here.
I reported the same problem in this thread , including a screen shot. The problem does not persist after reloading a saved game. I'm running at 1920x1200. Display info from my debug.err: Display Info Display device 1: Device Name: \\.\DISPLAY1 Card Name: ATI Mobility Radeon HD 5870 Manufacturer: ATI Technologies Inc. Chip Type: ATI display adapter (0x68A0) DAC
I've seen graphics problems reported by others in the tactical combat view, but I haven't seen anything like this on the main map: It persisted through a zoom out to the cloth map and back in, but when I saved and reloaded the game it was gone.
[quote who="Paul Henkel" reply="9" id="3077837"]In the quest where you get Haitan, is this type really supposed to be a useless figure? I can't give him powers like the champions so I have a unit with a fire skill and no attack/defense.[/quote] One of the developers posted in this forum that the bug with Haitan and other useless heroes has been fixed for the next patch.
It just needs some awesome waterfalls!