Sanati

Sanati

Joined Member # 4128257
40 Posts 526 Replies 9,890 Reputation

Heck yes, having them spam tremor on a caravan every single turn is so maddeningly annoying, especially when they tell you how awesome they are in a pop-up for having cast it, every time. I tend to declare war on whoever I have the trade route with just so I can kill the trade route and stop the spam.

229 Replies 644,865 Views

Yes, 100% agree, it would likely also mean being able to pick research with a normal mouse instead of always having the hourglass since the window usually loads while the start of the turn is still processing.

10 Replies 8,407 Views

[quote who="GFireflyE" reply="1" id="3398522"] edit: umm...y doesn't it quote properly?[/quote] You need to remove the "quoting="post"" part if you want multiple non-nested quotes in a reply for some reason. Just normal {quote}{/quote} tags work.

229 Replies 644,865 Views

When I was playing with like shrills or skeleton groups I didn't really have much concern for pool like I mentioned in a previous post. However when I was using tier 4 and 5 summons primarily I was casting the channeling spell on every single city and had 2 or 3 champs that all took the +summon pool traits (all of them), and I tended to stay right at the pool cap with like 2-3 tier 4/5 summons stationed in every city as defenders and another 10 or so out in the field as part of armies led

349 Replies 1,262,143 Views

No offense, but that was exactly the sort of misconception I believed the OP had about the system. Building a pioneer will always cause a city to level (or hit the cap) more slowly, always. There is a small advantage to building one earlier rather than later but if it's a question of building one over not building one, not building one will always level a city more quickly. The extra growth will go away before reaching the previous population level and you will never catch up natu

23 Replies 24,342 Views

Really nice list, would be great if they were added to the base game so more new players could read them, since people tend to play a game a bit before looking at mods. [quote] When settling a tile, only the yields on that tile are used by your new city. The surrounding tile yields are disregarded. [/quote] This is probably the simplest way to describe it, but for a deeper understanding of system it might be worth noting that the yields on a tile are ent

36 Replies 29,365 Views

I honestly was more under the impression that he was unclear on what was happening to his growth values when a pioneer was first queued. Setting a town up for fast growth and queuing pioneers every time it reaches 30 population to keep population low and growth high is basically just good strategy IMO (as long as you let them complete). Getting an extra 1 growth for a few turns in any other city because you decided you wanted to start training a pioneer 60 turns before you needed it is sort o

23 Replies 24,342 Views

All I have is the mdmp, I didn't make any hard saves, was just relying on autosave, and I did end up clearing my folder and starting fresh to see if I still got any crashes. The mods I suspected were Heroic Pursuits (which I loved), the Additional Faction Traits and Races mod, Conclave Troops, and the Res Public mod, I think all of those were made for 1.2 and not "updated," but they appeared to work fine as far as I could tell. Then I had most of Parrotmath's mods, and the Demons and

11 Replies 7,195 Views

Crashed on turn 175 of my next game, only 5 AIs, huge map but custom set to 40-50% water (instead of 10-30%) so it's more like a large or medium. Rules out map/AI complexity being the cause for me. Amusingly the debug.err says there are 8 cities (out of 18) on the map with no yields. That's probably my fault, but I don't think it's causing the crashes. Honestly I think my issue is likely mod related, which is why I didn't make my own thread or post any debu

11 Replies 7,195 Views

Going to expand/explain/counter some of the points even though the thread is a couple weeks old. [quote][Bug] b. I've had a couple of battles that have unexpectedly removed all of my movement...[/quote] I'm guessing those fights were against spiders (or obsidian golems). Whenever a unit gets rooted in a battle they lose all movement points outside of battle. IIRC the spells target a stat value used by both tactical and strategic movement resulting in the 0 MP after bat

23 Replies 24,342 Views

Speaking of wandering, I've seen this guy like 50 tiles away from his wildland. I actually passed next to the wildland just as he agro'd onto an AI party, he chased them a couple tiles out, then started chasing my group for like 10 tiles, then I lost track of him. Few dozen turns later I ran into him in the middle of nowhere on the other side of the map.

54 Replies 64,530 Views

Sounds like the Warden outpost upgrade which they finally disabled after years of people reporting the same issue. I think I picked the trait once on a scout type unit long ago and found at the very best "less likely" meant "imperceptibly less likely" and after having my first batch of scout units wiped out by monsters in just a few turns I never tried it again.

7 Replies 4,923 Views

Could be luck or removing that city that let you play a bit without crashing. I have up to date drivers and GeForce Experience activated, though the later is a completely optional program that basically just checks for updates and allows you to set/download setting profiles for some mainstream games (of which I play none and have never had any chance to use said feature). I decided I wasn't quite through the with game yet. I tried deleting all my custom factions and saved units in

11 Replies 7,195 Views

Hard to say because I've also boosted yields of resources a little, mostly essence, increased resource density a bit, and removed the 9 total yield cap. Most settle-able locations on my maps are pretty good, and they aren't that uncommon, so most AI cities tend to be built on decent yields. Hasn't really changed the number of cities that much, it might be a little lower but that just means the AI builds more outposts, so I don't think it's effecting their pioneer productio

11 Replies 17,922 Views

I've actually noticed a large number of values are now ignored in the mods folder or just cause game breakage, it's not just map resources. I used to make a lot of little tweaks to the game files and keep them in the mods folder just so I'd remember what files I was fooling around in, but a lot of that stuff no longer works like that. BTW I noticed resources in the mod folder aren't completely ignored, they are just made extremely rare for some reason, and no

16 Replies 6,569 Views

I just gave up on the game again because of end turn crashes. I looked at the debug.err of your top one and saw a bunch of these at the end: Debug Message: GFX-THREAD WARNING: Function marked as gfx thread only is being used in a different thread in file: e:\lh-elemental\Kumquat3D\Source\Renderer\Direct3D9\D3D9GFXBuffer.cpp Which is what I'm seeing at the end of my crash debug.errs generally followed by only one or two AI action lines and

11 Replies 7,195 Views

0/0/0 settlements are a bug (which I haven't seen in a long while), the game doesn't normally allow AIs or players to settle on combined yields of less than 6, they don't even show up on the map, and I believe the food minimum is 2 and the material minimum is 3 (or maybe also 2, I forgot). The AI being stupid is why I've kicked the minimum yield requirement up from 6 to 8 in my ElementalDefs. A 3-5-0 is still terrible compared to a 3-3-2, but they are less common. I wi

11 Replies 17,922 Views

I think the Shrill Squads and such need their pool and mana upkeep cost multiplied by their group sizes (as a start). Just playing around with them in my most recent game, you can very quickly start summoning level 5-10 squads of shrills which tend to dwarf the power levels of even solo tier 4 summons at a fraction of the cost. 60 mana very early in the game can get you a unit with ~200 health and 50 attack, and you can have dozens of them with little investment into pool size. I'd also s

349 Replies 1,262,143 Views

This is a bit late, but it doesn't appear any map resources, including base ones, will spawn if placed in the mods folder. Seems like something they broke with 1.3. Something as simple as copying the CoreWorldResources.xml file and dropping it in the mods folder will break your game and prevent most resources from spawning. Even editing one of the base resources and trying to plug it into the mods folder by itself will cause pretty much all base resources to not spawn, which is something

16 Replies 6,569 Views

[quote who="abob101" reply="106" id="3396919"] Oh wow really? That's awesome. I haven't really seen the AI use more than a couple of summons at a time... but like I said I haven't had the chance to actually play as much as I would like. If the AI is using a lot of summons in that situation that's great Just need the AI to start using tactical summons.... Hint hint - Kael/Frogoby pls fix it...[/quote] Oh ya, usually the only units

349 Replies 1,262,143 Views

[quote who="abob101" reply="103" id="3396882"]In principle I tend to agree with this, but I suspect it would give the Human player an even bigger advantage over the AI (I don't think the AI would handle it too well).[/quote] What specifically are you thinking would mess up the AI? In one of my games one of the AIs had two summoners, a custom sov and a summoner champ, and they were throwing out summons constantly, even attacking me with full armies of them. If they are hitting thei

349 Replies 1,262,143 Views

I love this. The base game summon system was craptastic and not at all worth bothering with, which was a shame because in games like this I prefer to play a summoner. This mod is my dream come true on that front. Couple minor bugs. One of the new champions you added, Briginet (or something like that) has the wrong soundpack, she sounds like a dude in combat. I also summoned an Archangel and it had no face or wings, the other angels I tried all worked fine, it was just him, not sure if

349 Replies 1,262,143 Views