MagisterCultuum
Great Sage
I think Kael had planned for that, but couldn't find a way to force a civ to adopt a religion before it has a city with said religion.
[to_xp]Gekko;7673942 said:Kael, did you fix Ars Moriendi's wraith spawn chance when you fixed the Air Elemental? the poor guy needs his wraiths to cause fear and torment!
[to_xp]Gekko;7676243 said:that's fixed in patch R. yay! thanx Kael
now, if I read the bug list correctly, the only chances that are still bugged are wolf packs creating wolves (1% instead of 10%) , and baby spiders becoming giant spiders ( 2% instead of 20% ) or are those fixed already?
Is it intentional that later Era starts have been nerfed? I started a game in the Classical era under patch q, and Construction and Sailing were still on the menu....back in patch h, at least, the techs were more advanced for the Classical era.
Well, I can't say I'm happy to hear that....the CLassical era was my favorite starting point. Any word on when Medieval will work correctly, or if we can have Classical back the way it was, if noone is offended by the suggestion?
Kael? Please?
This isn't a bug. Those bonuses give the unit double movement thru forest/hills. For units that already have two or more movement, it just means it only takes them one movement to go thru them. For units that already have one movement, it allows them to move twice.
I can doubly agree to that one. Though double movement on those terrians would really more imply road style movment on it. That would be a bit much XD.I realise that. It just seems asinine to me. A 1 movement elf can move 2 squares through forests, and a 2 movement elf can move 2 squares through forests.
I just wish the promotion was changed to be more consistent. Preferably, removes movement penalties when moving through forests/jungles/hills. Alternatively, +1 movement and removes movement penalties if people like that these units can move faster through these terrain types than through flat lands, so that 1 movement units can move 2 squares and 2 movement units can move 3 squares.
Patch q Does Treetop defence work?
Just had a fawn and adept on an ancient wood tile, and for perhaps the first time I've had a use for the spell, neither unit fortified when I tried it
I realise that. It just seems asinine to me. A 1 movement elf can move 2 squares through forests, and a 2 movement elf can move 2 squares through forests.
I just wish the promotion was changed to be more consistent. Preferably, removes movement penalties when moving through forests/jungles/hills. Alternatively, +1 movement and removes movement penalties if people like that these units can move faster through these terrain types than through flat lands, so that 1 movement units can move 2 squares and 2 movement units can move 3 squares.
I may pull medieval back a bit. But to be honest with you medieval starts were never really intended.
Is there any particular reason not to split it up more, to give people who want to play at different tech levels more choices? FfH doesn't use as many eras as vanilla Civ4, and while its tech tree isn't as long, I think some finer divisions might help it, especially for MP play.
If you realize it isn't a bug, then why did you post it in the bugs thread and call it a "bug"? If you think something like that should be changed, make a post about it in the main forum.
There are 10 eras in FfH and 7 in BtS. We just use eras for more than just tech divisions.