Hi, I just had a crash at the end of turn. I had a Syndicate army selected at the moment, maybe it has something do to with the crash. Here is the save game: https://www.dropbox.com/s/zej7232rqe9v4kq/LegendaryHeroes_Crash_2013_6_8.zip
Nargaff
The game crashed at end of turn. Here are the dump and error log: https://www.dropbox.com/s/hgn8h19ogtpmpjc/Crash_2013_05_19_I.zip
The game froze two times today at end of turn. It didn't crash, so there is no crash dump. I only can provide the debug log. https://www.dropbox.com/s/jgi8oc8in6doc11/freeze.zip
I think the problem is swarming. Every unit around you adds to damage and accuracy. So all of them have a considerably higher attack than normal. I don't like swarming for that reason. It should be a special ability for some units or creatures and not work for everyone. Armor really has become pretty useless.
[quote who="Kamamura_CZ" reply="38" id="3354239"] I don't really get why all axes are two handed, while vast majority of axes used in medieval combat was one-handed, used with shield. [/quote] That's because the strongest axe is two handed. If you build on handed axes with shield early game you can not upgrade them to the stronger axe later because of the shield. It breaks the upgrade path. There were one handed axes originally, but they where changed to two handed
I had something similar. A monster walked into a tile next to my city at the end of my turn. In the new turn a unit was built in my city and placed in this tile. The Spearmen and the monster ended up in the same tile without a fight. I've also seen Monsters and AI units walk onto the same tile. I thinks this is a threading issue. The actions of the Player, Monsters and AI are computed in parallel on multi core systems as I understand. So they check where to move at the same time and they
I would find a real time clock on the strategic map very handy.
It definitely didn't happen to me every time. After I figured out what happended I tried to provoke it, but it needed around 3 tries to get a crash. I too think this crash is also in FE. I had frequent crashes in 1.4, but I didn't know why back then.
I've noticed this too. There is a lot of different loot in the game, but you will often find the same loot again and again.
I can provoke a crash in the following way. It does not always crash but very often. What you have to do is select a monster that is in you territory at the end of the turn and click Next Turn. The crash is not reproduceable, i.e. if reload the save game and try it again it may not crash. I added the debug output and dumps of three crashes: https://www.dropbox.com/s/38ka1ovg9iddk0n/Crashes.zip
I noticed this too. This really needs to be fixed.
I placed a Arcane Monolith on fertile ground next to a fire shard. There was essence around the shard and next to the outpost. First some a tile next to the outpost lost its essence when I placed it. Then when I built a Fire Altar on the shard more of the essence disappeared. Is this normal or a bug?
You are right, I wouldn't use Veteran or Experienced on a regular unit, but it can be very handy for Henchmen. For example, I build Goveners to place in my cities and reduce unrest. By using Veteran I could build Govenenors that startet with all the Unrest reducing Commander Traits including the one that reduces unrest empire wide by 10%. I think that is pretty overpowered. I'd like to see custom skill trees for Henchmen that are not quite as powerful, but that is a topic for another
It just happened again. I have a save game to reproduce it. The city Regava has a Stable in its build queue. When you click Next Turn the stable moves behind the Merchantrcross Bazaar. https://www.dropbox.com/s/is91spxiy2w2xa9/Resource%20moves%20in%20queue.EleSav
I just started a new game. There was a clay pit next to the city if founded. I put it in the queue and the Tower of Dominion after it. Now after several turns the Tower ist built, but the clay pit is still in the queue. It seems it moved from the first position to the second.
I feel the way the notification bar for events on the right side on the strategic map is not used optimally. Most events happening in a new turn should go there. Currently there is a mix of popup dialogs that lock me in, and the notification bar. Popup dialogs have been pretty much standard for these kind of games. For example, if your build queue in a city runs empty you will be greeted by a popup in the next round which demands a decision what to build next. But I feel these lock-in
As I said I don't do it often too and I think the preselection already solves it in parts. Most of the time when I fight dragons I will cast the Nature's Cloak on everybody. I'd rather have this checkbox behavior for selecting units in a stack, but I it would interfere with the behavior that the stats of the unit I clicked on last are shown on the left. It would probably be confusing if I would see the stats of the last unit I deselcted.
I would find it convenient if I coulds cast a spell on several units at once. Currently I can only select on of the units and have to open the spellbook 9 times to cast a spell on every unit. Would it be possible to select several units just by clicking once on each and then cast the spell on all selected units? The selection should work kind like a checkbox. On click selects the unit and another click deselects it again. I don't think it is an important feature but sometimes it would be
I'm sure a lot of people already complained about this but it seems not enough, so I will bring this topic up again. The automatic road building sucks and I really can't understand why you would want such an element of annoyance in your game. There is probably a very good reason why no one had enough time to implement a better road buidling algorithm, but even if I knew the reason and no matter how good the reason was, it would make the situation not a bit less sucking. It just sucks
I found they work sometimes. I played a game of Altar in .80 or .75 and could build higher level Henchmen that leveled faster with these traits for sure. The started at level higher with Veteran and got more XP then other Henchmen. But on a second game at least Veteran didn't seem to work. I started a new game and tried Veteran again and it worked. I have no clue why.
LH .80 crashes regularly when going to the next turn. I can not reproduce the crashes but I've got the impression that they happen when a monster is selected. The last times it crashed I remember seeing a selected monster in the center of the screen. If I reload the savegame, select the monster again and go to next turn it works though. Has anybody made a similar observation?
Hi, I have a crashing savegame. I only have to load it and click Next Turn. I tried it serveral times on my machine and it always leads to a crash. Hope you can repoduce it and fix the cause. Here are the necessary files: Savegame: https://www.dropbox.com/s/euvk2ehw4ywxv4y/QuickSave.EleSav debug.err: http://pastebin.com/tYfeeLy9 crash dump: <a href="https://www.dropbox.com/s/p6birp3x
I too had the problem that C would not go through all my cities, but I don't know if it only skipped the conquered ones.
There is definitely something strange going on with XP. I killed a dragon and got 34 XP for it. Another hero got 40 XP from killing 4 Ignys a round later. I'm now 23 hours into a game on a huge map and my Sov is only level 17. Every AI Sov is ahead of me. That is usually not the case. The leveling is way to slow. The champions are absolutely unable to keep pace with my regular units. I tried leveling champions with Quest Maps but got nowhere. I hope this is a bug or gets changed, because
I founded a settlement near a quest location. The location was on a hill. When I placed a building near the hill it got leveled down to plains, but the quest location was still in its old place, floating in the air. In a later turn I was on the ground.