[quote who="Draginol" reply="3" id="3375517"] The random hard drive formatting and malware has been reduced by over 9% in this build...[/quote] Dangit, now I'll have to mod it back in.
Brewskin
1.2 beta, sorry for any confusion.
Current game, early on, I receive the message that one of the AIs, a custom Quendar faction, has withdrawn from the game. As I'd just checked their diplomatic display a turn or so earlier, I knew that they'd had at least 3 cities. Reloading this save verified that, yet after about 10 turns they still withdraw. Revealing the map I can't see any real threat that could take out their entire Empire, any ideas? They should withdraw right after finishing research on Trading.
Thanks for the quick reply D, any idea if this will affect games begun yesterday after the patch?
Just noticed another update has just been downloaded, 5.1 mb in size this time. Any word on what this ninja update contains?
And there goes my day. [e digicons]:grin:[/e]
Not showing up for me as of yet, bugger.
I hope Rivaire doesn't mind my posting about how his problem was fixed, maybe it will help someone in similar straits. On a similar thread on the Steam forums, he mentioned that when restarting the game after validating files, only 1 file was shown as being reaquired. I suggested that it was likely the "prefs" files, resetting game preferences to default. He then found the(I assume) LH_prefs_setup, and after activating it, his game is now working, per his rece
[quote who="jutetrea" reply="1" id="3374331"]-1 if it means any sort of faction to facton balance in terms of nerfing. Not a fan of taking a single player game multiplayer.[/quote] Add my -1 as well, plenty of MP games out there. That's a net -4 so far.
Color me lucky I guess, as I keep auto-save set to 5 turns, and have not experienced any random crashes since early beta.
Have him scout whilst his troops are training, then he typically becomes the Home Guard. Commander path is automatic for the first hero, and when not fighting invaders he's parked in the city with highest unrest.
If you're going tall, definitely, food is important. After production, my building is focused on growth. If you're going wide, not so much, but you still need a high level fortress to produce the best units, and high level conclaves for research and mana, so yes, it's still worth the time, and effort, imo.
[quote]Monster behavior overhaulted (won't just walk away from lairs, won't attack player cities from wild lands, just lots and lots of goodness here)[/quote] Does this mean that lairs, even inside your borders, will always have a guardian mob, until defeated and razed?
+1 to everything Firefly suggested.
An excellent suggestion!
That is awesome. I'd love to see this as a feature.
In your Steam Library, right click on LH. Choose Properties, then choose Set Launch Options. Type -cheat into the textbox that pops up, and click OK. You're now good to go.
Or: 1. Right click on the game in your Steam Library, choose "Properties". 2. Choose "General" Tab, should be the default. 3. Choose "Set Launch Options". Type "-cheat", minus the quotes, in the box that pops up, and click OK. 4. Cheats are now enabled.
That only hides the sovereign, not the faction, it's not actually deleted, as Parrottmath noted in the other thread.
Definitely agree, caravans as they are currently are just annoying.
[quote who="Chaosti" reply="4" id="3366247"]If you re-make the faction with the same name, it actually replaces the old one with the new.[/quote] And if you use a different race, and have made any custom units for the first race, you'll have access to units of both races with your new faction of the same name. Lather, rinse and repeat to create a faction with access to units of every race. If you don't turn off Steam Cloud, all of your del
[quote who="Chaosti" reply="4" id="3366005"] roads roads roads. For your 2nd hero, make him: level 2, commander level 3, road building.[/quote] This is becoming de rigueur for me, no matter my starting Sov's path. Speed kills.
Altar, Rebels, Lucky, Quick, Master Scouts and Enchanters.
Altar have this special trait that allows training of Henchmen units. But when creating a custom race I could not find this trait anywhere. Is it for prebuilt races only? You also have to research the appropriate technology.
[quote who="davrovana" reply="21" id="3365325"] AI has counter-spelled me plenty of times, for the record. They aren't necessarily smart about using it, but it does use counter-spell.[/quote] I can attest to this as well, the AI definitely uses counterspells, but as Davroana notes, they aren't necessarily using it optimally.