[quote who="AdamMG" reply="3" id="3837925"] does not increase pollution [/quote] I thought that at first, too. But it looks like it adds to a modifier called 'ongoing pollution' which seems to be about 0.10%, stacking. Check for that after running strip mining for a while. Another weird one to watch for, sometimes I check on Iconia and it has 23 citizens instead. I'm building giant carriers there at like 20 turns a pop, so it isn't the u
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Planet class is 40 on my homeworld Iconia where this happens. Two planets have more pop right now, Refuge at class 30 has 26 and Deadass at class 39 has 29.
I have 24 citizens on Iconia, playing as the Yor. I schedule pop assembly, of which just one a turn can be done, and when I check back later it still has just 24. My population cap lists as 62, but it just refuses to add any more citizens. No error is provided, and it will spend multiple turns going through the assembly orders at a rate of one a turn, and simply fail to add any new pops. Two other worlds were able to exceed this and go to 25 or higher population counts. Neither were p
Like it says on the tin. I'm not sure exactly how it decides what species the new pop will be, but I've even had it give me a species that wasn't yet in my empire. I settled near the Drath during a war, and then manufactured several Drath citizens, who hated my guts. My homeworld of Iconia is almost entirely filled with Arceans now. They were closest to me, we fought a lot, and almost from the time of our first war my pop assembly at home has been overwhelmingly Arcean. As I write thi
[Problem] The cowardly trait does not prevent attacking a higher level enemy. [Expected behavior] I would expect to be unable to attack a higher level enemy with any unit having the cowardly trait [Steps to reproduce] 1) Recruit the hero 'Inslow' on the kingdom side 2) Attack a bear 3) He will strike despite being only level 1 and the bear being level 2.
Playing with this game some, I passed time till an enemy unit got close. Happened to be the other sovereign. Anyway, ordered an attack three squares outside of town. Sov went out two down a road, attacked. I went with autoresolve for a win, sov turned around immediately and moved one square back. He was free to move from then on. After a couple of turns, moved him back. Stuck again. In this same location there is also a stuck caravan. Related?
Nice catch sir. I've built dozens of lumber mills and never noticed this. Going to have to pay more attention to the city details!
[Problem] The conquered city at the heart of one of the Wildlands does not grow influence. [Steps to Reproduce] Uncertain. I don't think I've had this particular world event before. I have uploaded the save game containing the city here: http://dl.dropbox.com/u/4841157/Fallen%20Enchantress%20Bug%20Reports/Bug%2005/Ragnar%202.E
Tried to load it three times. Initial crash. Exit and make sure FE isn't running any processes, crash again, reboot machine and crash the final time. http://dl.dropbox.com/u/4841157/Fallen%20Enchantress%20Bug%20Reports/Bug%2004/debug.err <a href="http://dl.dropbox.com/u/4841157/Fallen%20Enchantress%20Bug%20Reports/Bug%2004/FallenEnchantress0_77-2012-01-30T21-07-42-996.zip"
I loaded your save too look at it. Looks like spells are free because the reductions stack additively. -50% mantle of oceans -25% path of the mage -20% mage robes This is -95% reduction in mana costs. So blizzard goes from 30 mana to 1.5 mana, which it rounds down to 1. Mass curse goes to .75 which rounds down to nothing. You can actually get this entirely to zero with the trait Affinity (-25%), path of mage (-25%), and Mantle of Oceans. Complete
So there is! For some reason I had disregarded that forum as technical support, which I suppose is what we're providing. I will direct all future bug reports into that forum, and move the ones I already made if I can figure out how. Thank you.
It is difficult to scan through this giant mess in order to see if an issue has already been reported, and the search is not very helpful either. I'm not really interested in telling you folks how to make the game, only in reporting defects. Could we please get a sub-forum strictly for bug reports?
[Problem] Multiple units with impulsive have the effect of making the enemy army get more turns. [Steps to Reproduce] Start a game and get a few champions with impuslive. Make sure their base initiatives are high, such as 13 and 14. Find enemy units who have an initiative under that spread, such as 11 or 12, and start a fight with them Note that your highest unit with impulsive goes first, then second. Note that
[Problem] The tooltips on unit abilities in the Unit Details page during a tactical combat quickly disappear and are replaced by an erroneous unit tooltip in the upper right portion of the screen, which corresponds to the currently active unit. [Steps to reproduce] Start a game, enter a tactical battle, double click on any of the units which have special abilities, hover your pointer over any special ability on the left hand side of the Unit Details page
[Problem] A limited trade route is consumed for no additional income. [Steps to reproduce] When you establish a trade route between two cities, the route will show on both cities. The sending city's detail screen will show as " +10%" The receiving city detail screen will show as " (No caravan sent) +10%" Both cities are receiving +10% gold at
[quote who="Robert Hentschke" reply="177" id="2756684"]Right now, the real reason to imbue as many champs as possible is mana regen. With 3 champions helping you regen 4 times as much mana as a solo channeler. That lets you put more enchantments on cities or summon 4 times as many stone giants. And opening a battle with 4 "free" AOE spells is... useful. (those giants have their own mana pool and regen independantly) With "channeler" being a boolean flag, your mana ex
[quote who="Frogboy" reply="50" id="2755564"]Someone, somewhere put it best: Under the current syste, the spell of making is a 20 mana spell. That's like 3 chain lightning spells. There's nothing to "save up" for. It also drastically hinders any sort of real POWER in the spells as they stand now. One of the funnest things in MOM is the anticipation of being able to save up to cast something particularly nasty.[/quote] Earlier you mentioned essence
All of these are being written as I play the new 1.07 build. This is a new game, no custom sovereigns or factions, no mods, just the stock game. 1) New game as Pariden. One technology researched, Equipment under Warfare. If I choose 'New' in the Design Units area I am not offered anything under Boots in Equipment. If, however, I select the Peasant and upgrade it, I _AM_ offered the boots category with Traveling Boots. Pressing the randomize button above the unit's cost panel removes t
Base combat speed of newly created units is 2.0, but the Empire Peasant has only 1.0. The Kingdom Peasant is 2.0 as it should be. The stock Pioneer and Peasant designs for both Kingdom and Empire have a free +1 attack strength, and this bonus can be carried forward to any design by starting unit creation with the upgrade button from one of these two units.
Just a typo on my part there, when it shows 197% multiple it gives *2.97 like you would expect. The thrust of that one was trying to clarify about the earlier comments about percentage bonuses stacking multiplicity instead of additively. Cities are definitely additive, just wondering if any other parts are using multiplicative or if it is additive all the way through.
First off, let me say that I'm enjoying this immensely and haven't had any of the game wrecking bugs that MoM had. Nothing sucked quite as much as investing hours into a MoM session and then seeing one of your galleys with practically every power imaginable and knowing that your game was irreversibly corrupted. Now then, on with the quibbling. 1) The nation of Umber keeps contacting me to let me know they would like a marriage. Going to negotiate one with them t
I have a dual display setup under windows 7 where monitor 1 is on the right and monitor 2 is on the left. The left display is set as 'primary'. If set as fullscreen, elemental launches into the left-hand primary display as it should. If set as 1680x1050 not fullscreen it will launch into the right-hand display. 3a and earlier launched into the primary display regardless. Reducing the display size to 1600x1024 causes it to launch into the primary display appropriately again.
I just bought GalCiv Ultimate off impulse, had the same problem. Dual displays on a GTX280, windows 7 64 bit. Just crashed on me straight away. Very frustrating, but my roommate sugjested using single display. Sure enough, played fine with only one display enabled. Apparently a somewhat common problem, he'd run into it on other games. Once in galciv, I set it to windowed mode at 1680x1050 and it works great now with both displays back on. Behaves like world of warcraft
Repair install, update to sp3, install ie7. impulse works, got updated, got entrenchment. Still more effort than it should have been. why does it care what web browser I have anyway? the ordering pages don't look like something an older browser would choke on.
The full install of impulse didn't work either, same error message. One I was using was ~6 mb, that one was ~26 mb. Use firefox almost always. IE is installed, but the about box says its an IE8 beta. gonna try getting back to specificly 7. Will post again if that works. Guess its more happy fun for QA?