Okay. Deleting the install of the game, then doing a full reinstall fixes this. It's not practical as solutions go, but it is a fix if you want to start a new game and leave it open. I can only guess at why, but I remember once another game (I think it was rage) that had problems dealing with it's own cache files. One solution was to head in, manually delete them. Now, I'm not sure if that counts here, but it may be possible to find
Midarc
Currently I am experiencing similar. I played a random huge universe fine. One crash around turn 200 then on to mid 300s until I decided to try the campaign. Now it crashes every time with no message. Verifying the game cache always reports two files fail. I'm going to try a reinstall and see if that helps.
[quote who="Frogboy" reply="27" id="2876902"] First, there are 3 reinforced concrete walls with barbed wire. Then, the demandobot trench is filled with oil and, more importantly, anti-ACNE cream. We have 4 machine gun nests around the parameter and even after all that, the bunker is deep. Deep deep deep. We have enough food here to last for months. [/quote] Lookit that stuff... ...but all you really need to do is tell them you have a girl
Not sure about 1) though I have seen more now that you mention it. 2) though... that's an odd one, though it's not without company. Seeing quite a few strange numbers and tech appearances in the lists at the low levels (all I've been able to get through so far.)
Any chance a look could be had at the costs I mentioned aswell? It's about 4am where I am and I haven't had the chance to make a comprehensive list, but... well. you can see some of them mentioned in the previous posts.
Well, I suppose that counts as a workaround. I'm going to try and take that as tongue in cheek as possible in the spirit of charity, but these longbows seem to be the tip of the iceburg. The new attack strengths? good. Metal weapons with no metal requirement (empire Knife)? not so good. The more transparant damage information on spells (and other mechanical fixes)? damned good. Kingdom padded chests being 1def higher than Empire? odd. Horses and
Hmn. Was about to make a post about this aswell. I think some mistyping has made its way through with the patch. Padded armour seems a bit oddly priced again, with the empire version costing 5/5 mat/gil for helm and legs, but the kingdom version costing 2/2. Also noted that the padded chest and leather shirt seem to give 1 higher armour rating in the kingdom than the empire, 3def and 2 respectively, compared to a 2 and 1.
A little tweak to make it less like someone vomiting up a scrabblehand would be nice, but such a thing would probably (and quite rightly) be a low priority now. With a little pointer here or there on how the names are generated and I'm sure there are skilled modders who'd look into it, if they aren't already.
I've no doubt that most of what I say here will have been previously mentioned by other posters, but in the effort to give feedback/share thoughts I'm going ahead anyway. Well, as previously stated, splitting the D will result in a bell curve set of results (2d6 resulting in more 7's for example) and this would serve to take a degree of unpredictability out of the combat while retaining an exiting level of randomness. Whatever system is eventually implemented, losing too much un
I'm enjoying the game so far, but found myself dwelling on the apparent discrepency between leather armlets and padded, along with the helm and greaves of the same types. For example; Padded armlets 1 defense, 5 gold, 10 materials. Leather armlets 2 defense, 2 gold, 1materials. The costing is the same for the other two item types catagories. Now, I could understand the expense being higher for increased defense, but fo