The following is slightly off topic although it fits more or less under the same heading. Highlighting would also be very useful on the tactical map! The reverse should also be possible, i.e. click on an icon in the bar to select the corresponding unit on the battlefield. This helps to answer the question: Which unit(s) should I try to kill first? The AI "knows" this but for us humans it is almost impossible to tell those units (of the same type) apart. Units of
baddl
[quote quoting="post"] Kill/Movement-No-Loot bug still in effect. This is when you attack a monster with 2 moves left, it uses one move to attack, you win, then it uses the other move to move you onto the lair automatically *however* you do not loot the lair and need to waste two more moves to do so. [Tested custom faction had Master Scouts, not sure if that was involved] [/quote] This (or something very similar) happened to me several times in wildlands. No custom factions
That's what I wanted to say. (Maybe it wasn't that clear because the sentence "especially if those outposts are attached to this last city" is nonsense. Of course, they are always attached to the last city.) I've never seen a faction surrender. But the behavior you describe doesn't make any sense indeed. Maybe the unrest in those cities should be higher, and that's all.
This seems likely although I need more tests to confirm. The pattern seems to be even more general than that. I just conquered a city and the sections "Resources" and "Shards" on the details screen were missing. They were filled when I looked during the next turn.
When I attack a city and there are more defenders than fit on the attack initiation screen (i.e. eight or more), the list of units can be scrolled indefinitely. Usually an arrow disappears if there is nothing more to be seen in that direction, or at least it becomes inactive. But here it cycles through the list, giving the impression that there are infinitely many defenders.
The UI in general sucks. But this seems to be a bug on top of it.
The Foreign Relations screen shows attitude values in the left column and further details to the right. Among those details are the reasons for the attitude - sometimes. About half of the time there is no section ("Relations With Us") above "Active Treaties" and "Foreign Policy" in the right column.
Two separate groups on the same tile also cause trouble. If, for example, one of them still has all of its movement points and the other can't move any further, it is very difficult to move the former away. In my current situation, after the right-click the display changes from 10/10 to 10/5 (yes, ten out of five!) and the group does not move. (10 movement points because it's a group of six champions on horses [= 4MP] plus each enchanted with tireless march [= 6MP].) If I clic
The glittering effect of Regeneration does not disappear if units move along. It stays on tiles they visited before. Reloading fixes the (only visual) problem.
So the problem is not the nearby city but the huge mountain? (Indeed there is a mountain, but it would certainly take ages to level it.) How can I 'snake' without building anything? (My 'fix' was to reload the game.)
I just founded a city that can train units but cannot build anything. It is probably too close to another city. But why was my pioneer allowed to found it on that tile?
Enchanting units is very tedious. (1) The selection box should allow multiple selections and double-click. (2) The spellbook should remember the page where it was last opened. EDIT: Reverse assignment should be possible as well, i.e. the unit is selected first and the enchantments are chosen from a (dropdown) list. This would be the preferred way for newly recruited champions. (Same for cities.) A screen listing all my champions (and henchmen), including the garrisoned ones, w
Before you deliver the final blow to an enemy faction, you should take the time to flip all the remaining outposts to your side. Otherwise they are destroyed and you lose all improvements on resources. That doesn't make sense , especially if those outposts are attached to this last city. (And even less so if those outposts were yours originally.) EDIT: It would probably make more sense to flip them as well since they are attached to the conquered city.
Sounds like a good idea. (And, of course, there should be a reason to decline a quest sometimes.)
If there is no immediate threat in accepting a quest, that is, you first have to move elsewhere to start it, what is the point in not accepting it? You can keep all those deadly and epic challenges until late in the game or not tackle them at all. Age of Wonders imposes a turn limit on quests with mildly bad consequences if you fail, and that seems quite reasonable to me.
Ah, missing information. No, I'm Altar. They attack troops (as I wrote) although they don't stand a chance. They don't attack unguarded outposts. Maybe something changed for the worse in version 1.12?
Until now I have managed several times to land a pioneer right besides a shrill army. Although I had assumed that they should be among the shrill's favorite fodder, they were never harmed. In two cases, one of my armies also stood nearby and was attacked by the shrills, which were wiped out without causing any damage. Is this behavior intended? My difficulty is "challenging", which is advertised as using the best algorithms without cheating. EDIT: And I am not Tarth (see below).</
I would be very surprised if a company like Stardock didn't already have at least one UI designer among their employees. [quote who="Sentinemodo" reply="2" id="3299954"]on the unit moves left - there is - note they are surrounded by green shade when they have move left, adn blacken out after movement.[/quote] I did not notice that although I was looking for exactly such an indicator... (Usually a frame is used for highlighting.)
Now the game crashed for the first time when I tried to save it after a successful battle. [e digicons]:annoyed:[/e] See the debugg.err file at http://pastebin.com/wAcbasaE and ... there was no zip-file generated. But there is a partly written gamesave (whose name starts with a tilde) which, when loaded, makes the program unusable: just a black screen without menu.
Yes, but there are so many important things to fix: general stability, very basic things like movement, quite a lot of more or less subtle bugs, UI uniformity and efficiency, additional features like augmented tactical battles or multiplayer, ... that I ask myself where they are going to start. It seems to me that they hurried to get in the features first - and those are almost overwhelming. Working on such an application to improve it isn't fun, however.
It was a transient failure: Reload the AutoSave, repeat the same actions, and continue. But I thought I should report it. (There is nothing more frustrating for developers than "well-known" bugs that are never brought to the attention of the team with sufficient detail.)
[e digicons]:D[/e] [e digicons]:thumbsup:[/e]
A crash on the end of a turn. See the debug.err file at http://pastebin.com/V8uhp3EM and the zip-file https://www.dropbox.com/s/2n0tiq2vhsv1s3s/FallenEnchantress1_12-2012-12-22T23-08-34_678.zip . (This game is much less stable than I expected. I get the feeling that I spend more time on bug reports than on actual play. Maybe