Link a screenshot of your Fall from Heaven 2 034 directory and I'll check it out.
I dont know how to take a screen shot of a directory... i would know how to do it with just about anything else, but a directory
Link a screenshot of your Fall from Heaven 2 034 directory and I'll check it out.
I dont know how to take a screen shot of a directory... i would know how to do it with just about anything else, but a directory
Playing on a standard Erebus map with 6 players and playing as Amurites. It's turn 329 and there is plenty of unexplored land or areas w/Fog of War. Yet I've never seen a animal lair and so far in the game have killed 2 bears & 1 polar bear. The only other animal I've seen is a spider that came out of a dungeon I explored. I know I usually play with double the animal spawning flag on, but this dearth of animals seems excessive.
Plus, I'm not sure, but do Amurites not get axemen? I have copper but can't build any; only swordsmen.
Oh playing with patch c.
Playing patch C:
The terrain effects of the Deepening are temporary, and barring the constant transformation into tundra via blizzards, will revert to the previous terrain type over time.
Why is that a problem?
I think the AI learned how to use the worldbuilder.
Yeah go ahead and post a save and I'll take a look.
In a game with Rhoanna - no advanced start, I got a leaves disciple from a dungeon adventure and much to my surprise I founded the religion (YAY!!).
I learn now that it's intended... But a few turns after I founded without the tech the Ljos got empy and trade was still impossible. It could be luck 'n' such, but maybe not. It was around the time where one could expect them to found the fol.
Well, I assumed that python would be as particular here as it usually is, so that those defines would not work. Plus, when I decide to IDLE to check my changes to the file it gets really upset about those spaces and won't tell me if there are mistakes in th parts of the code I've changed.
1st issue, not a major bug, but in regards to
Cosmetic Issue #2 Can transport Airships inside Airships (Imuratep - Post 132)
Whenever I try to transport a group of airships without anything in them over water, they all seem to want to automatically stack as much as possible(aka, with 5 airships, 4 of them go inside the 5th airship). Kinda annoying if you don't want to risk losing them all to one attack.
Here's one for ya: I completed the ritual "The deepening". Shortly after, i completed a temple of the white hand in a city, turning the adjacent tiles to ice from tundra thanks to the ritual. After a few turns though, the tiles are...melting back into the original terrain, even though the temple should have kept the ground iced over. Bug?
Both of these run fine for me. You are finishing the deepening so it could take a little time to resolve. Have you tried giving it some time to process? What operating system are you using? Does it crash or just pause for a while?
It is daft, but theres no real advantage to it so if players want to play matryoshka doll with their airships its fine with me.
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Ah, sorry I wasn't clear, it wasn't intended, I was moving 5 of them over the water to pick up some troops. When I left land, they were not nested, but the first square of water the entered, 4 of them went inside the 5th automatically. I assume it moved one into the square, and then used the autoload feature(or whatever its called) when moving troops into a water square with a boat to feel like it had it should load the others in there. I'm guessing they are treated as flying land units currently to make them possible to build in non-seaports? Wonder if there is a way to treat them as boats with flight, but still make them available in landlocked cities.
I cant build alchemy labs. Are there any prerequisites besides sorcery?
Wraiths don't pass on experience as advertised. (Or perhaps, don't pass one experience if their caster has 100 already.)