[quote who="Fairblade" reply="138" id="2775615"]This game has been so fun to play, but also so very frustrating with all the bugs. Since 1.08 none of my spells have hit during combat, what's up? We need the ability to control animations to speed up combat and performance.[/quote] You must start a new game and you must delete your mods. Then start a new game. You will not miss with your spells. The missing is due to the changes that make spells use shards, and spell out d
Kumu_Honua
Another OOM. Here is this games debug.err: http://pastebin.ca/1942622 Again OOM'ed when saving the game. More Saving and loading. No Alt Tabs this time. No overwrite attempt this time either.
http://pastebin.ca/1942582 Above is the debug.err Previous to the OOM, I have created new worlds and saved, deleted and loaded games to test things. I then Alt Tabbed to read some information, came back to the idling elemental and tried to save the game. By overwriting the previous save. (Same name).
[quote who="Gravedancer" reply="56" id="2774697"] /facepalm You can't grab 20% of the changelog and deduce where their focus was. Without tracking the time spent on each particular item on that changelog you can't make that determination as to where the focus was. The flaw in your approach is that the total amount of time spent on the 19 items you picked out may have only been 2 hours while there could be another entry on the changelog list that required
+ Unit movement upon loading a saved game no longer reduced to base move. + Unit movement upon leaving city no longer reduced to base move. + Royalty champion trait now actually increases prestige in cities the unit is stationed. + Miner champion trait now actually increases the metal production in cities the unit is stationed. + Assassin champion trait now actually doubles the initial damage of the unit on first attack. + Influential trait now actually
In the linked save game. The city "Dragon's Capital" has produced 2 caravans already. The first one you can find just above "Dragon's Industry". The second one you can find just below "Dragon's Forest" and then you can see that it's got two more in the queue. For some reason Dragon's Capital is able to produce 4 caravans. Why? I can't figure out. It's only a level 1 city, I have only researched the first trading tech. The only thing odd about that city is that the Gilden facti
The tower itself does not get the range as even when I build a snake city, and the tower is at the end. No increase in sight range anywhere. Also building a new city, with the first building as a watchtower does not increase sight range. (No unit in city).
I did a bunch of testing on watch towers last night. It appears that a city when it's first built has no sight range besides the exact square it is on. The next turn when it has a 1 square influence range it can then see 5 squares away. It appears that city sight range is thus influence +4. Building a watchtower has no visible effect. There's a couple of reasons that I can see that would cause this. 1. Watchtower does not currently increase sight range at all.
Open the city screen where you find the "Improvements, Rename, etc" selections, and a new option of raze will be there. Alternatively you can just press X with the city selected (You can do this part without even researching the tech if you are so inclined to cheat.)
Lately, many of the games that I have started have had these massively long roads that don't connect to anything. For example I attached a savegame. If you head the sov to the south west, you will find one end of the road. If you continue, you will find that it stretches for MILES. I never ever saw anything like that in 1.06, and am wondering if this is a bug. I tried to ask around if anyone else had seen this. I did install the "Bugfix" mod, but I didn't see anything in there that shou
I certainly agree. I like it personally. Just wondering if it's intended or a side effect of the 1.07 patch and to see if anyone else is seeing it. Does it happen for all factions, premade and custom, all champions? For a game that is so buggy, everything is suspect.
I just started a game and every champion I recruited (Including Janusk) had 0.1 movement right after I hired them. Normally (At least in 1.06) they would have zero movement after you hired them though occasionally I would see the 0.1 movement thing. But in 1.07 after 3 hires and all 3 having 0.1 movement. I dunno what's causing it. Bug? New Feature? Dunno. Link to saved game.
The moment you EVER suggest lawsuit on a forum is the moment you lose all credibility. It's a variation on Godwin's law.
If you recruit Janusk the tech researcher, save the game, and then later come back to that game. Janusk will have decided he instead really wants to be a merchant. Reloading a save will reset units to base movement for the first turn totally ignoring bonuses from equipment. Reloading a save will also sometimes cause random shards to appear. Might also cause other resources, but I have only noticed the shards. If you save the game and reload right after founding a city
I recruited Janusk as a +1 Tech researcher. Saved the game. Came back the next morning, loaded the game and he had switched to a +1 Gildar merchant. I recreated the issue with the two saves below. The first link is the save game right after founding my first city. If you end the turn Janusk shows up as a Researcher for hire. You can hire him and he is indeed a researcher. However should you save the game as the second link shows, reloading from that will turn him into a