Is there a page when I can read through the main changes included in this mod. I went to the wiki and didn't see anything.
Great to see the best submod for the best mod of the best strategy game is still being actively developed. Congrats Terkhen!
Thank you, Terkhen and Thorkal for all the work you are doing to what is, to me, the best version of any civilization ever made.
Can someone explain a bit better the part how to get EMM working in multiplayer over the internet?
Today on FFH: Fire is weird. In this screenshot, an event ("lost control of fire node") created a blaze on a tile with two of my workers on it. I moved one out and kept one in to finish the farm I was building. The worker that got moved out cannot return to the blazing tile, but the one that stayed in is unharmed, and is able to finish the farm without incident. Many turns later the worker is still fine (I'm pretty sure. I think I would have noticed if they died, but I did eventually move them out of the burning tile because I needed work done elsewhere. They were able to finish the road without incident) and the farm still operational. The fire dealt no damage to the worker standing in it and the city was immediately able to work the tile. I feel like something different should have happened. At the least, farming in the middle of an inferno doesn't seem like it should be possible.
Today I learned that the Great General's recruit is a spell, and thus blocked by the Amurite worldspell, as opposed to things like buying slaves which are also "cast" but are unaffected by the amurite worldspell and treated not as spells. This seems odd to me given that recruiting people is not a magical effect.
Is there a page when I can read through the main changes included in this mod. I went to the wiki and didn't see anything.
That is a bug. Thank you! I will get it fixed for the next version.
Hmm so regarding the bugs I've been finding today I learned that I apparently do not have the latest version (not sure which one I do have but it doesn't have the discworld map). Let me download the latest version and I'll see if those bugs still appear (though some like the fire dancing worker are pretty hard to reproduce)
Thanks Terkhen. That list of changes is exactly what I was looking for. I'm gonna download this now and check it out!
Someone may have ran into the same issue so I'm asking : when you gives the order to terraform to the priests of the leaf, I often find that they launch other spells than the terraforming ones. Normally I wouldn't care too much, but sometimes, it's the world spell which is spelled. Anyone has experienced this and know a way to avoid it ? Like a "forbid world spell launching" or something like that ?
some minor issues: balseraphs.s UB Hall of Mirrors costs 180 hammers, 120 is better
Calabim can build both courthouse and governor.s manor
"Number of maintenace" counts kurios settlements as cities, thats unfair cities atleast "pay off" their upkeep - production, commerce, science, settlements on the other hand - not.
With a nighwatch from undercouncil resolution you can establish CoE, that is an oversight.
Why is it better?
Hi Terkhen, thanks for noting my post.That sounds like a very bad bug. Could you upload a savegame in which the issue is happening? I'll chase it for 0.6.0.
Hall of mirrors is nerfed - now randomly mirrors one unit per turn, originally mirrored the whole stack.
- in the first save (turn 200), he will invoke a tiger instead of creating a new forest
- in the second save, the tiger has already been invoked so he can't use this spell and use the world spell instead