Civitar
Adventurer
Can't wait to try it out!
Thanks for trying faerun out -- I know it's tedious!...
Upon reloading some of my troops started dying for no apparent reason, getting -38 health per turn, which just stopped short of killing them.
Reloading a save of the same turn you're currently on will not reset the saved data -- you'll have to reload from a previous save. So, once a spell is cast on a particular turn, you just have to live with the consequences or go back in time a bit. Time travel is fun, right?Edit: Another reload seem to fix this.
That cooldown number on the main panel is just a graphical glitch and doesn't affect the actual workings of the spell cooldowns at all. I'll remove that for Eyebite (which had orginally been in the spellbook, not the main panel)....a vampire had used the eyes ability (with the cool down working correct) Is this a bug?
Thanks for taking time to leave comments! I think the culture problem is solved with most recent upload.Ok, initial fidnings (not using latest patched beta).
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Probably, but it's not high on my list because that involves mucking with the random map generators.Is there any way of making a terrain type that nothing can pass through, including aerial units...
Solved; was because Cult Centers were not generating any faith.Sometimes cult centres do not display their cult symbol in the city name..
I noticed this, too, and it's not due to Event units -- barbs are just overwhelming the cities. I'm not sure why that is, but I will keep looking for the cause.I'm often noticing one or two capitals being captured in the first few turns (20 or so?)
Thanks for the saved game. I couldn't replicate the CTD you describe. I moved Bruenor into the closest of your owned cities and got the reward for the Hero Quest "Sage Advice". I ran this through a couple times changing up the hero movement, but always got the same result: no crash and no lua runtime errors either. Have you had any other trouble with that quest reward?Got a repeatable CTD when i move my hero into town, Savegame atteched.
[*]Balance: Unit production cost reduced; AI more likely to build Arcanists and Clerics.
I noticed this, too, and it's not due to Event units -- barbs are just overwhelming the cities. I'm not sure why that is, but I will keep looking for the cause.
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I've got dibs on Wolf sounds Nomad - also, I've done a fixed version of the Eagle unit art that I'll upload later today.
Right, have now played through as Tethyr to a Good victory. Working well, stable over numerous reloads, no obvious fatal bugs.
I managed to get Darromar up to population 15 and almost fully developed (didn't bother with trapper as no lakes or resources in range). When Darromoar hit 15 I got a notice that it was now a Level 4 settlement, but there don't seem to be any Level 4 buildings - I'm assuming from the building tree that Level 3 is in fact the highest and that the Level 4 notice is a left over from an earlier design.
I nabbed a few nice wonders, but also had others beating me to the punch more than once, which is as it should be IMO. Even though I was fairly consistently leading throughout the game, my rivals weren't that far behind me.
I noticed that quite a few civs were not settling new cities, even though they had charters. Of course, there could be any number of reasons for this. This didn't bother Obould though - that bad boy was rampaging all over the north, which was good to see. I think his first move was taking Silvery Moon, and after that he was probably one of the most expansive civs in the game after me. Good to see the orcs possing a real threat to the other northerners. He certainly kept Waterdeep contained for the entire game.
One possible glitch I've found is that when a civ loses their capital but survives, they don't seem to establish a new capital in their best remaining city, and regaining their original capital doesn't seem to function as capital. None of their cities display the capital star. Also, they don't seem to be able to establish embassies, and consquently can't agree to open borders, even though they have a remaining city of 6 population or more.
Going to have a crack at one of the other victories now.
Great work, FA.
No worries, the wolves are yours to do (I didn't convert them, anyway). The units that particularly annoyed me were the horseman sounds on mounted units - escpecially the spiders and driders. Orcs also need sounds and they are already finished - just need to modify individual unit .ftsxml files to match the code.