I got a peace request from Magnar and clicked on the denied button. The game locked up. DebugErr is at paste.bin here: http://pastebin.com/H6v3fn5v Here's the negotiation screen. I clicked on "We will not be satisfied until you are utterly ruined."
ydejin
I've got a game save that crashes when I hit end of turn. I saved the game for the night, and then when I started up the next day my game crashed. The music starts and stops and starts again and then the whole game crashes. The previous turn auto-save and the latest auto-save also crash, so there seems to be something with the game state, or possibly a save game corruption issue. Running latest version of nVidia drivers (just installed the version of the
I would love to see a graphical indication of the path a unit is taking along with some indication of how far it will go along that path each turn.
I get it on my nVidia GTX 285 running 1920x1200 with the latest drivers (285.62).
[quote quoting="post"] And then I explored the Demon Tower (or The Dark Tower, can't remember what it was called) there and I got a spell called Blood Curse that let me sacrifice half the population of a town and acquire that many max hp for my sov. A few hundred citizen sacrifices later and my sov went from 80 to 1,050 hp. [/quote] [e digicons]:omg:[/e]
Depending on your building choices idling a city can turn production into gildar or research. If you build a Tax Office, it increases your gildar output by IIRC 20% if you aren't building anything in the city. Similarly there's a building I think it's the Archivist that does something similar with research, giving a research boost if the city production queue is empty.
I had a similar experience. I beat the game on 0.76 on hard so I moved it up to Ridiculous for 0.77. I'm still just barely getting my civilization started and the AI rolls up. Scores are me with 23 Faction Power and two AI Factions I've met so far at 192 and 122 Faction Power. Ouch. Then I go into the Diplomatic menu and discover that I've got 95 gildars and Tarth has 12,208 gildars! Then they demand 4x to 5x more money than I've actually go
[quote who="Mtrixis" reply="10" id="3068800"]Ditch chaos and pandemonium for something more interesting and water would be ok. Most schools have a low level utility spell, either damage, buff, or debuff that's worth using - water does not.[/quote] Slow is a level 1 water spell. I think it's pretty handy.
Oooh, I really like your Downpour idea Edwin! I wonder if the game engine can handle it though. AFAICT there is nothing in tactical combat that has a notion of a limited range. That's a really nifty idea though if they can pull it off.
I haven't run in to any mauling weapons since 0.77. But at least as far as the bears go, I think 0.77 has it about right. Bears are still dangerous and rather scary because maul can potentially kill a level 1, 2, or 3 hero in one round. But the odds are you'll only get badly torn up. My experience was that the big bears got 2-3 swipes in on average, whereas the cubs would get in 1-2 swipes. This felt like the right balance to me.
I agree that chaos and pandemonium suck and should be swapped for something better. But I'm not in favor of adding in a water low-level direct strike spell. One of the problems with the original Elemental design was that the magic all ended up being the same. IIRC each type of magic had a direct attack spell, these were essentially the same with a different color animation. This lead to a boring magic system where the magic types were poorly differentiated. <p
[quote who="Guryon" reply="4" id="3068406"]So there is no point settling a city and producing troops early in the game? That seems very strange to me for a civ building game. Shame cos that's the way I like to play these games![/quote] Well pre-0.77 you definitely wanted to get that first city up and producing Gilars. I haven't played with the new 0.77 Merchant nerf, but I unless I'm missing something, getting that city up is still critical, it's just going to ta
Couple thoughts. The game got much harder on 0.76 than 0.75 because leveling heroes was slower. I haven't tried 0.77 enough to evaluate it. I've mostly been played on hard, but I think the general principles will hold for the other levels as well. Some heroes are easier to play than others. I think probably the most straightforward one to play is Magnar. His fire magic hits hard and at a distance. With Mangar you should be able to whittle en
I agree unit upgrade costs are way out of hand. Keeping a few key elite units upgraded is fun. Having upgrade costs upward of 17,000 gildars is not fun. I definitely think this should get fixed. It's not like letting the player upgrade the equipment on a few level 11 regular units is going to unbalance the game.
[quote who="seanw3" reply="3" id="3068223"]What is it?[/quote] It comes from the "Book of Winds" technology along with Eyes of the Eagle and Escape. "Book of Winds" is a tech very early in the Magical tree, and is quite useful. Personally I'd like to see some more techs like "Book of Winds" which give interesting spells.
[quote who="Mtrixis" reply="27" id="3067368"] My last game on Medium, my spellcaster hero could cast any air spell in battle for 1-2 mana. That's functionally infinite mana All it takes is Path of the Mage, Affinity, and a Mage Robe of some sort. Ignoring that, before I have that 'free' spellcasting, I simply take advantage of ridiculously cheap and effective spells - Haste, Growth, etc. Aoe spells that multiply their damage on multi-figure u
I really like the way mana works right now. I definitely do not agree with those that think there's an unlimited supply of mana. Like wwwolf123 I burn through it pretty quick when on an offensive push (although not quite as his 300 mana per battle rate!) As<a id="ctl00__Content__RepeaterReplies_ctl08__LinkUser" class="hand" title="Click user name to vi
If you're looking for a straightforward mage and don't mind playing Fallen try playing Magnar the Fire Mage. Key things to keep in mind you need to reduce the cost of casting spells when playing a mage sovereign, so make sure you get "Path of the Mage" (+6 intelligence, -25% tactical spell costs, +50% spell damage) and Affinity (-25% to mana cost of Tactical Spells) hero upgrades as soon as possible. Mana will always be in short supply if you're main stack is full of c
[quote quoting="post"] Suggestions: Allow mouseover of magical abilities currently cast on units in combat. Sometimes my units would have a status effect applied that would display in their status list, but I could not find a way to actually view what this status meant within combat. Viewing the unit detail page did not display these temporary status effects either. Please allow a mouseover tooltip or place further information in the unit's detail screen
I really like it the way it is.
I had just moved a unit. I tried to move it further than it could go this turn and the metal bass gong sound was played (at least I think that's what the sound meant). I tried to do a left-click and drag on an empty map square to move the map and the game hung. debug.err is up at Pastebin
FE brought up a dialog saying: A Message "While you hide in your cities, your countryside shall feel my wrath." The program then proceeded to hang. Debug.err file is up at Pastebin [Edit] Had another dialog crash with message "A caravan from the Imperium was destroyed by a unit Silver Swordsmen of Kingdom of Cijiah." followed by a hang. Second Debug.err is up at Pastebin </
[quote who="NoPJag" reply="3" id="3064923"]Yeah ! It annoys me too. I don't mind that he uses designs when he plays the factions I designed the units for. But not when Altar uses units I designed for Resoln for example. Here I'm wondering if it's a bug. Maybe they did this on purpose ?[/quote] Definitely agree. The AI using units designed for one faction in another faction makes all the factions end up all the same. In fact I'd like several opt
I really liked the Dynasty Feature and would love to see it back.
Ditto. AFAICT casting Crusade did nothing. I found the text a bit confusing. I assume from the text that all existing units will get a +1 level, which definitely is not happening. I suppose it's possible it's supposed to mean units currently being built will get +1 level, but if that's the intention the text should be changed to clarify.