yes it's on, I've saved to dropbox the debug.err but it seems it was rejected because other file with that name was present reuploaded as https://dl.dropbox.com/u/28216465/debug20121215_2.err
Sentinemodo
multiple ctrl+N are a sure way to crash the game. it's a long standing known issue, but it is a low priority bug on the Stardock's list
[quote who="Heavenfall" reply="958" id="3295111"]Is the mod still installed?[/quote] yeah, all the mods (I use most of the avaiable ones), I THINK, that somethink might have been sneaked by the game during the startup, but SW don't replace anythign in the main game folder anymore... It seems to me that the tents mod is somehow crashing the game, since I see the game startign up after load. I see the map being drawn, and figures of the armies, and then (
HF, I can't load a game I started yesterday. I've been reloading it few times without problems. But today the game crashes when I load the file. can you check the debug.err if it's vanilla issue or yours? https://dl.dropbox.com/u/28216465/debug.err
Having the same issue unfortunatelly. When I load a game I played yesterday it crashes. I've been watching the memomy usage. Right after starting to load the game, it skyrocket to 900 MB, then increases steadily and at the point of 1,2 GB it crashes. I have 8GB available on Win 7 Enterprise, didn't had this problem in latest versions. And I ddin't have this problem certainly with 1.05.
HF. Kami death animation. It's so big of a monster, give it some more spectacular die animation. RIght now it just bows and disappears. ps. is there a way to keep dead bodies on the battlefied?
HF, you're lighting fast with those releases :D applaud
HF, can you add unrest value to the city description in the bottom left?
after advancing a city to town and after building any building (but specially those that enhance zone of control or when building attaches strategic resources) the lines should be redrawn. you can see from the dropping unrest that the penalty for being separate from the main capital are removed and you can build resources that fall into your zone of control, but the lines are misguiding you to think you need to wait one more turn on that.
HF, centaurs 'blocked' animation is a little broken.
edited above, meanwhile, lucky or unlucky isn't best description (my RNG does really strange things), but I've started the game with cheat mode enabled to check the map immediatelly and after a longer while of searching found two iron map on large map with six players, which is repeatable (I had to stop my frost giant game on huge map after clearing one forth of the map without finidng single mine or crystal crag) - playing stoneage era with armies of 9 units and 5 person per uni
HF, can you think of any reason that could cause iron/crystal resources to not appear? EDIT: not completely lacking, but appearing in real small amounts. like two iron mines on large map. This might have something to do with the stamps you introduced in your latest version.
Hmm, that is strange. When I started new game (I was starting a couple of them as I wanted to try master affliction and the mod wasn't cooperative), after this one, I noticed that I had all the setting regarding resources wrong. I reset them to moderate values (excpet monster since I like them dense). and this time I was playing on large map not huge. I am almost sure I saw some mines/crystals at the begining of the game. Now I don't see any of th
when hovering over HP, of an army or unit, how much will I heal? will I heal more if I am in a city? within my own terriory? within outpost range? I have a healer in an army?
centaurs: when you cast animal spirit, and get attacked after one turn you'll have the animal in the stack - it should appear one or two turns later. EDIT: might have been wrong, maybe it were two turns of being immobile.... I'll test it again
I know that.
parrot, one more thing, pedestrians for centaurs. could you make them little centaurs?
parrot, idea, could you create a summoners tower or chamber or dungeon or laboratory or whatever. buildable in cities that have shards connected to them directly (to avoid problems with shards switching allegiance as the cities crawl) that would be buildable in conclaves only and would provide a defending summoner unit of given type?
Personally I play on Sentinemodo difficulty level, that is: xml version="1.0" encoding="utf-8" ?> - AIDifficultyLevels > <div class="c" style="text-indent: -2em; margin-left: 1e
Dear SD. We need more information in tactical battle. You're certainly in the process of rewriting it for multiplayer (wink). Can you expand the description in tactical battle in the bottom right. when hovering over enemy, there is a chance and damage ranges already displayed as well as information if the target is voulnerable/resistant to weapon type. Can you expand it further i.e. base attack 20, +3 to attack due to initiative higher then targ
I'll post in support as ui suggestion
:) another cloth map issue, gibbai have real small icons on cloth. by the way, they are creepy, scary, deadly ... plain awesome :D
HF, not sure, if I haven't asked about this already. Can you expand the description in tactical battle. when hoverign over enemy, there is a chance and damage ranges displayed as well as information if the target is voulnerable/resistant to weapon type. Can you expand it further i.e. base attack 20, +3 to attack due to initiative higher then target, etc.. all those situational bonuses that are applied but are not displayed anywhere
:), playing on, is it possible to give a message to the rightside when the animal spirit is completed? just like when the champion notifies it can move again after injury. I usually summon animals when in city to get governing bonus, but I then forgot about him and he stays in city for few turns.
parrot, tried to play as centaurs in stormworld, it seems that mod manager does not copy the tiledesign folder, resulting in cities being not displayed on strategic map