They do indeed. These are the map types that give me errors, whether loaded individually or along with all of the other types. The rest of the maps work fine. I figure there is a reason why those other maps are not active by default however, and reckon that while I *can* play with them I'd have an inferior experience or troubles down the line.
Interesting.... I will try to figure it out. For now, other maps will be fine. Main things that will be missing:
- Enhanced starting plot selection (flavormod takes care of some of that)
- Kelp Forests in ocean (by which I mean, large clumps)
- Deep Oceans
- 'Regions' of Ancient Forest (a single region) and Haunted Lands
- Ancient Ruins
I have the same problem as Forral, as I've stated.
Tell me, the free adept&warrior when you create a city is intended?
The 2 spells that are for any unit, one that give loyalty, and other that gives enraged, are also intended?
No. You activated a deactive module, likely while messing with the launcher. Deactivate the MPL module, it was a test module by anw to show off modular python.
On D'Tesh Affinity, only when hovering over the promotion on a unit (Scout, in this case) rather then in the pedia, there's two extra TXT_KEY_etc etc etc errors, one for DEATH and one for SHADOW. The benefits for Death and Shadow are listed already, however, at the top of the promotion list.
I'll check it out.
1. I'm 300 turns into my game and have not seen a single barbarian grouping of units. In fact, I have not seen many 'normal' barbs at all. Plenty of animals, though. I built the Grand Menagerie very early and had 'blood' promotions on many of my units.
2. I captured a Raptor who was strength 4/3 with my Hunter. Then, I saw a huge Allosaurus that was also strength 4/3. What am I missing here?
3. Orthus spawned and headed right for a dungeon and sat on it - seems to be unlike him.
4. The Illians built Samhain by turn 12, founded the White Hand by turn 50 and had Wilboman/Champions by turn 100. Something doesn't seem right there. I am playing at Normal speed, Monarch difficulty.
Again, love playing this game again!
PS. It's probably buried in the changelog, but I got a rude shock when a Mountain Troll pillaged my mine that took 1,235 turns to build! I thought they were recon units?!
- Barbs will be rebalanced soon.
- The raptor was older, and had gained strength. The Allosaurus wasn't as old.
- Apparently he decided to guard it...
- Well. Most likely some kind of runaway effects, I'll check them out.
Glad you're liking it.
And I have no idea if they are supposed to be able to (likely...) or not. I do know that Opera is going to be working on the Jotnar.
I'm having an issue with the World of Erebus mapscript. It seems like a lot of salt pops up in the desert and the coasts are mostly kelp.
Salt will be toned down, as with kelp.
Mouse over city tooltip misses icon for Heron Throne.
Known, and will be fixed.
Are the D'Tesh supposed to have both the "Lord of Death has found us" and "Continue" options for the Lord of Death event?
Most likely not. I'll check it out.
I told you already about Doviellos popping fort out of nowhere that blocked an exit out of my starting area? This fort is now a citadel with ultra-elite commander in it, btw i had already defeated the rest of Dovi civ. Now a STAG enchanted like drow vanguard had fortified itself on a forested hill blocking the second (which is also last) exit from my area! I had to sacrifice two scouts on him before i was able to kill it with my 8-level warriors army led by commander - first warrior had retreated and only second finished the monstrosity. How that beast shot invisible arrows from its forehead! I was always a big lover of huge barbarian invasions (because of free xp and defence testing), but a single ANIMAL?
-1 to base stats to most beasties and no more stag archmages please!
Again:
They did not pop it from nowhere. It was placed by the FlavorStart option, and their scout found it. The AI has been taught to claim forts. They've been taught to build forts, as well, in regions they want to expand to but don't want a city in. Expect to see many AI controlled forts, it is
fully intended.
A
Stag or an
Elk? Either way, both of them know only support spells; Body, Nature, and Creation. The Elk also has divine, but as an animal can never gain a religion; that is just for the Doviello.
Animals have already been weakened. They will not be weakened further. And stags are not mages. They are divine in nature.
I don't know if this is a bug or if it has been reported. I received an assassin from a ruin on turn 30 then a mage from the same ruin at turn 31. Mage also came with Air II, Water II, Earth II and Fire II.
Lair results aren't scaled yet, will be addressed soon.
maybe someone already mentioned it, but AI Amurites p[opped thier world spell turn 1 on every game i'v had them in so far.
also, i thought barbs were toned down? i just played a game where from turn 20 on, i was defending my city 1-2 times a turn from giants and couldn't send workers out at all. lasted abother 10ish turns before i ran out of warriors >.<
Yeah, the Amurites have been doing that. Need to check the pyreq.
And barbs weren't touched. The Animals were. Barbs will be addressed in the first patch.
I think the only bug I've seen that was not mentioned was stumbling across a number of Barbarian cities with no defenders. I think the clan had a small stack in the vicinity, so maybe the Barbarians are thinking their city is defended and move off to throw themselves against a city somewhere. Save attached.
Probably best I leave this short just for bugs, I'll post minor issues in the feedback thread.
The Clan most likely cast their world spell. Most barb units are temporarily converted to the Clan, and move to the caster. Time it well, and you can pop an army in convenient places.