Fall Further 051 Bug Report Thread

Just tested it myself and when I gave myself 20 workers my number of free units shot up by 20. When I moved them out of my borders, there was no change in my Supply costs. Seems to work to me. What did you see to make you think it was charging maintenance specifically for the workers?
 
Just tested it myself and when I gave myself 20 workers my number of free units shot up by 20. When I moved them out of my borders, there was no change in my Supply costs. Seems to work to me. What did you see to make you think it was charging maintenance specifically for the workers?
F2 says cost = 10 and "support for 29". Go to F5 and I have 39 total with 10 gretchens. I can give a screenshot if you like but that's the same info.
 
Playing as the Calabim I'm unable to upgrade more than one mage to archmage status, and I didn't see anything in the change log about such a change.
 
Yes, but delete those 10 Gretchins and you will probably see in F2 cost = 10 "Support for 19" The cost is there, but it isn't for the Gretchins.

not-Prime: Just to be clear, you have enough cash and the other Mages are level 6?
 
Yes, but delete those 10 Gretchins and you will probably see in F2 cost = 10 "Support for 19" The cost is there, but it isn't for the Gretchins.

not-Prime: Just to be clear, you have enough cash and the other Mages are level 6?

Yeah, I gave 3 of them vampirism and had ~7k stocked up.
 
Were you near a city with a Mage Guild? Seem to recall that was required once, but pretty sure it was fixed.

Also, are you Decius and happen to be near a city which belongs originally to the Khazad, thus cannot have Archmagi?
 
Were you near a city with a Mage Guild? Seem to recall that was required once, but pretty sure it was fixed.

Also, are you Decius and happen to be near a city which belongs originally to the Khazad, thus cannot have Archmagi?

Nope, playing as Flauros. I did have a Mage guild, and I was able to upgrade the first Archmage with no problems in the same city. Oh, and I may have given the 3 mages vampirism before I tried to upgrade, I know I didn't for the Archmage.
 
Yes, but delete those 10 Gretchins and you will probably see in F2 cost = 10 "Support for 19" The cost is there, but it isn't for the Gretchins.
Will do and I'll report back. Thx
 
Bugger, you have Lock Modified Assets enabled and apparently your or my files aren't 100% pure Patch B. I'll have to set up a test for myself after all.

You can attach saves to posts directly by the way. Not sure if Filefront is just easier for you, or if you didn't know that. Have to click on "Go Advanced" to make a reply with an attachment.
 
as you can see in the screenshot, the icon for the promotion "soul divided" is missing :D

a question: is it normal that only cities BUILT by the balseraphs start with the masquerade guild, but in conquered cities you have to spread that with a gipsy wagon?
 
Gretchins don't seem to benefit from Aptitude, so taking that as a promotion is currently a waste. Either they shouldn't be able to aquire it, or it should do something for them.
 
There are only two AI things I've noticed that kind of bug me (I usually play on Emperor if that has any bearing on things).

1. Kuriotates don't seem to be building cities in any of my games, only settlements. I don't know if you guys changed their AI to spread cities or what but they're getting creamed.

2. If Malakim and Bannor are in the same game, Malakim beat Bannor to Order without exception and then pick up Empyrean later. This really grates on the lore nut in me... Malakim can't just monopolize good religion, you know what I'm sayin'? :(
 
While I'm thinking about it and on the subject of religion, it has occured to me that Sheaim almost never get to Ashen Veil first, which is unfortunate lore-wise because that's kind of their cup of tea. More times than not it's Balseraphs that snag Veil. FoL and RoK almost always go to Ljosalfar and Khazad so no problems there, but there seem to be some lore inconsistancies with religion; Order and Ashen Veil being the ones that come to mind most.

Maybe you could tweak the likelyhood of Sheaim and Bannor getting their religions a bit? Dunno if you guys consider this an issue or not but it really bugs me.
 
imho there should be an option to disable the spread of religions to foreign countries, so that when the Sheaim do get AV, they don't already have FoL in all their cities, but I guess that's for another thread.
 
imho there should be an option to disable the spread of religions to foreign countries, so that when the Sheaim do get AV, they don't already have FoL in all their cities, but I guess that's for another thread.
I'd actually like an in game option to disable the foreign spread of religions. I'd like the opportunity to be a secretive cult on occasion. That would actually be a really good idea for a civic.

Focusing slightly more in the "bug" aspect of this discussion, the biggest problem I see isn't the ability of early religions to spread, it's the tendency of AI's that have a preference for a particular religion to give up on the religion if something comes along in the meantime. For example, I don't really see it as a problem that Jonas routinely pops a Great Prophet and picks up Runes of Kilmorph. It's not even a problem that he converts to it for a while (it is, after all, a really good religion for the Clan). The problem is that if that happens he then forgets all about AV entirely.
Early religions spreading all over the place is fine, it's that they prevent later ones from being researched that I find a problem with.
 
Gretchins don't seem to benefit from Aptitude, so taking that as a promotion is currently a waste. Either they shouldn't be able to aquire it, or it should do something for them.

they're not supposed to be able to aquire it, or any promotion. This is an issue scion workers have too. Neither are supposed to be able to level up, but just be permanantly lv1. I'll have to make an exclusion promotiion to block the worker stuff, I think,
 
I found a new CTD. I'm trying to narrow it down... what's the thing that says "We hear the call!" during a turn cycle? That's not causing the crash, but whatever is comes shortly after it.

I can post a save, but it's 3mb. :run:
 
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