[quote who="schattenjaeger" reply="90" id="3347810"] The tooltip and descriptive flavor text for Wild Game states that it provides extra grain for the city it's attached to. The bonus on the improvement reads that it provides +3% HP to all units in the faction. The latter is correct, so, please update the former to be accurate.[/quote] This has been fixed as of .85. Cheers!
schattenjaeger
So, first sticking point: you absolutely CANNOT give Death Magic to Kingdom champions. You can manually edit it in, but they won't be able to level it over time since you can't give it to them. They also can't use Death Shards, EVEN WITH THE DEATH WORSHIP FACTION TRAIT. However, since I only really wanted that for the Blood Rage spell, I decided to go ahead and remove Death Worship from the Faction and add Death5 to the Character.
From: ElementalDefs.xml (I'm not sure if this hides tiles with Materials 3.0 (Tiles with total yield below this number will simply not show up as colonizeable space. Maps will seem mor
Oh, yes, but [quote who="Gandalftheredskin" reply="4" id="3351141"] It is annoying, but imo better than previous, particularly when I'm casting 20 or 30 Raise and Lower land spells in a row.[/quote] Oh, yes, thus the "step in the right direction". The reasons it's only a STEP is because 1) It only partly solves the issue of repetitive spellcasting. Having to open the spellbook, click cast, and then cast, is still 1 more step per casting than there s
[quote who="MarvinKosh" reply="13" id="3350915"] Steam's game updater isn't very informative. It doesn't say 'Your preferences have been reset' it just fires up the game and has me deal with it. Which likely as not means having to restart the game to alter, for example, the AA setting. Tell you what, I'll just not bother. I'll go play something which doesn't require so much hoop-jumping.[/quote] That's not Steam... that
This one is purely aesthetic, but: Add a "no armor" option that shows Sovereign (other units would be nice too, but I mostly just want the Sovereign) in whatever outfit he/she starts with (particularly relevant for Created Sovereigns). OR Add a "no helmet" option that shows Sovereign (other units would be nice too, but I mostly just want the Sovereign) without a helmet, regardless of what he/she has equipped on the head slot (particularly relevant for Created Sovereign
Firstly, I'd like to take a moment to applaud the memory function. It's not perfect, but it's a step in the right direction. That said: I don't seem to be able to scroll up past the last-used-spell, without first scrolling down. Anyone else seeing this?
I just think this deserves its own topic. Though it wasn't noted in the Patch Notes, this latest build seems to have fixed whatever was causing units that were not set to Guard and had no pending move orders to be auto-selected at the start of a turn (when Auto-select Next Unit is toggled off - it does still happen when the option is on, which it should). This has been one of my major pet peeves since starting to play the game, so you've alleviated a major source of aggravatio
[quote who="parrottmath" reply="10" id="3350859"] Quoting schattenjaeger, reply 9 Quoting SBFMadDjinn, reply 4I have noticed that Ctrl-N eventually breaks the game if you use it more than once/twice in a row. I think they have a problem with not dropping all used resources when they remake the world map, so it gets slower/eventually crashes if you use it. The first time I used Ctrl+N, the game crashed immediately, so I don't bother with it. I also make s
I've been thinking about doing this for a little while, and finally bit the bullet. I put together a Master Race. What am I saying when I use the term "Master Race"? I mean something intentionally broken, like ultimate-min-max-D&D 3.5-grade broken. I mean creating several garbage races (because I don't know all the ability bonus option lexicon) and then amalgamating the traits I want into one Master Race. In this particular case, I went with a Mancer base, with:</p
I have never had an issue with Steam, nor with Impulse (which was once Stardock's baby). I *do* strongly dislike when one retailer sells a game which actually needs Steam, but this has nothing to do with Steam itself, as I have no actual issues with Steam. In fact, in the past couple years, I have been going out of my way to replace older, physical game copies I have with Steam DL copies. However, the thing I like most about steam is summed up in this two-sentence bit from Frogboy
[quote who="SBFMadDjinn" reply="4" id="3350526"]I have noticed that Ctrl-N eventually breaks the game if you use it more than once/twice in a row. I think they have a problem with not dropping all used resources when they remake the world map, so it gets slower/eventually crashes if you use it.[/quote] The first time I used Ctrl+N, the game crashed immediately, so I don't bother with it. I also make sure to completely reload the game any time I start a new map. Perhaps the .
While going through elementaldefs to reset a few tweaks I employ, I noted that there is a line for setting the minimum number of turns before being able to raze a city you've just taken over. Default appears to be 0. It's possible you just have it set differently? 0
The remaining 10 armies finally decided to scatter once I decided to stop bothering with them and attack Gilden's actual buildings...
Gilden decided, "Oh, I'm going to kill you!" on Capacea (non-random map). I plugged the gap with my two Warrior champions, popped a few tornadoes on the enemy army stacks, and then... they stayed there. After a few turns, I decided to just start farming them.
Bacco the Beggar, chillin' on the same square as 13 hostile Gilden army stacks. He moved there after crushing an enemy stack using Auto-Resolve.
[quote who="N1ghthavvk" reply="3" id="3349273"] I also had this happen to me. The collar disappeared after trying it on "a wrong type". I reloaded because it was Ongr and I don't know why I couldn't charm him.[/quote] You can't use the "Ascian" collar on Ongr, but you can use the standard, brown, random drop collars on him.
After some more research, I'm now 99% certain this is a side effect of having Ereog's Token equipped.
I have had this bug occur, but only for the course of one game, and a couple other bugs showed up in concert with it. Most times, one hero surviving is all you need to stay on the map. (That said, I have never gotten Maussolos, so I can't speak for his part in this.)
I raze everything, usually on the turn I conquered it, so I don't have any clue where this is coming from. You should be able to raze a city with or without troops in it, at any given time you choose.
[quote who="animageous" reply="6" id="3348542"]"Outposts can never be built within another faction's ZoC" - I didn't even know you could do that at the moment. Can you? Can you do it with cities? I wasn't aware I could settle other factions' territory. I *shouldn't* be able to...[/quote] You cannot currently build outposts/cities within an enemy's ZoC. I also agree with the OP's comment/option regarding stationed units preventing takeover. I
I'd say that's a Steam issue, which means you probably want to talk to them, as Stardock has nothing at all to do with Steam.
Also noticed today that auto-counters don't proc Reap... which is a pretty big deal.
The tooltip and descriptive flavor text for Wild Game states that it provides extra grain for the city it's attached to. The bonus on the improvement reads that it provides +3% HP to all units in the faction. The latter is correct, so, please update the former to be accurate.