It's 1 for me.
feelotraveller
In this case the sovereign was not present. There were two champions. It does look like the game thinks that when this pioneer with army/champions founds a city that it is the sovereign founding the city - the pioneer is not consumed and the city starts with 30 population. Could be a confusion between the two types of 'build_city' in the code?
My understanding is that this is a bug. I have not experienced it myself. Probably the best way to get it some attention is to post a bug report (with saves if you have them) in the support forum. There is a sticky at the top of that forum which might be helpful in providing stuff that would be useful to the developers.
I tend to agree, but remember that the champion is not really dead - he will reincarnate after the battle, maybe on that same square if his army wins. The one that gets me is the bonuses given to armies containing more than 5 (or whatever) units. I check the last remaining unit and it tells me that it gets a +physical attack bonus from being in an army of 5 or more units. WTF? Look around buddy, all i see are dead bodies. I suspect that from a code point of v
Love your work. [e digicons]k1[/e]
I've reported a similar bug to the OP a ways back. https://forums.elementalgame.com/435274 It would be interesting to me to know if the cities being founded without the expenditure of a pioneer were at 30 population instead of 3? With regards to rushing I think it was very improbable in my case (using cheats you could check the saves I posted to see if the faction expended an appropriate amount of gildar b
No, no, it's 5. -> and 6. [e digicons]:rofl:[/e] That's we want. Way to go Sarah. [e digicons]:star:[/e]
I don't know the answer to your original question. However faction abilities can cost zero points (...light plate in vanilla). So that should let you have limitless faction traits. [e digicons]:D[/e] edit: of course then you would have to rely on an honour system for choosing them
I'm pretty happy with the overall balance between weapons that we have now... Except for Axes. On the face of it having axes reduce armour by one point each time they hit sounds like a way that they might be redeemed.
You can change the number in the ElementalDefs.xml.
[quote who="Derek Paxton" reply="40" id="3269392"]Fixed, thanks.[/quote] Thanks a lot. I found this very annoying.
[quote who="Frogboy" reply="17" id="3268911"]If those things are happening they would be bugs. But we've not seen it yet. In all the bets, it never came up. once we reproduce it then we can address it. I'm a bit skeptical on some of the claims. Only pioneers can found new cities, for instance. Cities start out with whatever their default population. The ai can't affect that. Other things aren't AI bugs but i engine issues. The building In the
[quote who="wnmnkh" reply="13" id="3268899"] What? not only free, re-usable pioneers, but they also got free 30 population on top of that? With so many glaring things I could not even look through it. *facepalm*[/quote] It only happens rarely but when it does it can be a game-breaker. As far as I can tell it is a condition that the pioneer be part of an army. And yes I reported it and Frogboy has the saves. Which is why I am concerned that he does
[quote who="Frogboy" reply="8" id="3268792"]I think there are some bugs that, intentionally or not, result in the AI cheating. They bug me because I've put a lot of time into the AI to ensure it doesn't cheat. The cheats I'm aware of and am investigating are: Report that the AI was able to build on a swamp (that shouldn't be possible) Report that the AI wasn't charged for recruting champions (I've fixed this -- I assumed that
Okay, it's ugly but by changing the internal name of xxlargemap to largemap I got my 7 tiles minimum distance between cities. There is obviously a more elegant solution i am missing as the renamed largemap (bigmap) reset to 6 tiles. I was not able to get an entry for xxlargemaps in elementaldefs to have any effect. [e digicons]:S[/e]
[e digicons]:frogboy:[/e] Here's a couple of saves. Not the game that I mentioned above, I couldn't find that. Turns 42 and 43 on Novice. Turn 42 everything is fine, turn 43 several cities have popped multiple buildings clearing their production queues of all buildings. Interestingly Hope has not. Maybe there's a clue there? http://dl.dropbox.com/u/14105530/pop.zip <
I don't think that it is a rushing thing at all since the AI can pop multiple buildings in a city in a single turn. Basically every building in the queue. As a player, at least, I can only rush one item per production queue per turn. Also there is never any gold deducted from the AI's treasury.
I've seen an AI city pop five buildings in a single turn. On Novice at turn 26. Two other cities popped a couple of buildings at the same time. And 2 more buildings were popped in the original city on turn 32. I didn't bother to check the others but quit instead. Sort of spoilt my day actually... Edit: I'm sick of the whole savescumming tirade but to be clear- It did not happen to me with rel
Thanks for the mod. I'm really enjoying the larger maps. [e digicons]:rofl:[/e] Is there any way I can increase the minimun distance between cities? I find 5 tiles is too close on the big maps.
[quote quoting="post"] I have noticed this since the days of WoM. Often when you start a game with a previously created nation, one that you have played with previously, not a brand new created one, their second color turns to white. It's annoying as shit, and when I open up the file to change the color, I don't even see an entry for a second color anywhere. Please fix this please. [/quote] I'd love to see this fixed too.&
Ooh yeah, then I can use Arcane Monolith to transform mana into xp, gold and loot. [e digicons]XD[/e] Guess that would be an unintended consequence?
[quote who="Trojasmic" reply="108" id="3267399"]Well I think they need to address the AI free rushing and AI free champion recruitment bugs before releasing the patch. The existence of those mega-bugs makes playing the game a bit troublesome.[/quote] Agreed with that. The bug where the AI founds 30 population cities without the expenditure of a pioneer is also a game-breaker, especially on the lower difficulties.
Edit CoreMaps.xml. Specifically the bit which goes 20 40 Need to do it for each map size. They all have different percentages... Good idea to back up the original file first. Or make a changed file in ...\Documents\My Games\FallenEnchantress\Mods
Ah, okay I see it now. [e digicons]:blush:[/e] I honestly had not noticed even though I was looking for it... all those greens. Would it be possible to change the colour? To red, or something. If it is as simple as changing an xml file pointing me in the right direction would be hugely apprieciated. Otherwise thanks for helping with my domestic blindness.
The one UI element I find lacking is a differently coloured box highlighting units which have moves left. We had this in WoM at one stage. Is it possible for you to mod this? (Unfortunately my modding skills are not up to scratch...) Highlighting unused essence spots is nice. [e digicons]B)[/e]