According to Corlindale's tooltip, he gives +1 OC Vote. Is this an intended feature?
I... do not know. Never noticed it before.
Also, a friend and I playing LAN had a problem starting with the Kuriotates.. We played with Advanced Start - we could start a game with the Kuriotates though, since the cities you build with Advanced Start are only settlements...?
The Kuriotate issue actually is NOT an issue. Just changed functionality. In FfH, with advanced start all the Kurio cities will be your main cities. In RifE (thanks to FF), they start as settlements. Gives you more flexibility. Just have a unit cast the "Promote to City" spell when on the city plot.
Are you guys talking about that emperyean hero? yeah he gives u an extra vote.
Oh, my bad, however Im fairly certain chalid gives u a vote aswell.
buy a warrior and put it in the settlement?
That's the problem; I can't :/ When in Advanced Start with Kuriotates, after placing a settlement, there are absolutely no units available for purchase :S So, all I can make is an unprotected settlement, which I can't upgrade :S
Heyhey. Got a few more games under my belt, and noticed a couple of minor things. However, two of these are pretty big imo (ship blockade and animal pack upgrade rate). I believe they are both known, but i'll mention them below anyways, just in case
Bugs
Spoiler :
- An Archos giant spider that got the werewolf promotion from that city event, were able to capture workers that kept their original abilities. I.e. they didn't have slave status, so dwarven workers could build Khazad dwarven halls on Archos land.
- Ship blockade seem to steal all gold in the victim's stash. The most I've got is 903, but in the same game i frequently got above 700 from each opponent (never had Khazad in my games tho, that'd be fun ^^).
- Wraiths don't get certain spell effects from Shadow (blur, shadowwalk). Spectres do, and the tooltips don't indicate that wraiths are different (maybe will be too overpowered, but a tooltip should say it in that case).
- In a Calabim game with OO religion, some units got the crazed promotion and enrages... which obviously is pretty annoying if a defender runs off. Is this promotion related to a building/religion in the unit-building city (e.g. asylum)? Can't remember any tooltips about this, and didn't seem to happen to units built in all cities either, so assumed it was a bug.
- "Bow of the Long-sighted" grants the whole stack a bombardment range of 2, if the unit carrying the item is in the selected group.
- Not sure at what point of the game this happened, but in the endgame, the only recon units i could build were Khazad assassins (didn't have shadow tech yet). I.e. no more scouts/hunters.
- Animals attack even after nature's revolt is built. I did attack a spider by mistake, and the project building (if there ever was one) is gone. However, the scoreboard icon still says I got the feral trait/peacemodifier which tricks you. Later, i also brought in the Mercurians, and they started with that icon as well (which they shouldn't, if i was at war with the animals?).
Typos/text
Spoiler :
- Cualli Adept tooltip got a broken pre-req link (says 'none').
- Lair event; says the site is "protected by a gargoyle" but a pyre zombie appears.
- Healer great people got no names and texts.
- The Stephanos event says "tab..." before each text paragraph starts.
Other stuff that may be code-related (or features that i'm to new to know about ^^)
Spoiler :
- The Frozen faction seem to enjoy running with their initial settler and make their city right next up to your border, if possible. I understand they do this to be able to squeeze in as many cities as possible... but when you get a frozen capital less than 10 squares from your jungle (cualli) empire interesting things will happen with the geography .
- The Broken Sepulcher will "re-build" the explorable dungeon status when worked by a city.
- Animals should really not be able to upgrade to animal packs that fast. I've frequently had Griffon flight (18, flying), Sabretooth pack (24, 6-12 first strikes) in my games before turn 100! I've lost a game due to griffons at turn 60, and other games i had to restart because two civs bit the dust from these monsters around the same turn.
- Lair exploration at very early stages can result in serious overkill. Before I even settled (turn 2) I popped 4 wolfriders and a lizardman hunter. I mean, 2 mobs would probably be enough to kill my reckless kingdom... but this way they will probably move on to smack another civ or two (i.e. annoying if an opponent get this).
- Are neutral/savage forts supposed to start as forts at turn 1? I have frequently found both neutral and savage-owned citadels at turn 100 and earlier. These must have started out as upgraded.