drjones said:Is the issue that made regenerate map not work correctly with regent placement fixed?
Kavok said:I don't know if this was fixed yet or not (still playing 012).
I was playing as the Ljosfar(elves!) and I had elven archers BEFORE archery, however once I researched archery I needed to build the correct building for them. Seems a little bit backwards.
Also happy to report that this mod works decently well using Cedega/Linux. CTDs happen fairly often but I didn't expect it to work perfectly.
felwar said:Kael, I am enjoying exploring the new tech tree. It has a very different feel to it... far less linear than the old one. I'm assuming some of the techs (like tracking) will be fleshed out more?
2 things after starting a game as the Luchuirp:
1) While it's great that I start with a mud golem, I get no scout for exploring huts, and while I have a tech called crafting (as in "creating something"), I can't actually build anything with that mud golem. It feels wrong.
2) I built 2 mines, both on hills/plains sqaures. One had a gold resource and the other had nothing. The one with the gold resource only received +1 hammer (aside from the coin bonus), yet the one with nothing received +2 hammers. Is there a hammer penalty for gold?
Yeah, I noticed that one as well, I voted we leave it in, because I kind of liked the quick culture boost if you were willing to sacrifice a priest.rendermad said:I also found out you can build temples in your settlements using priests. Are those intended to happen?
wilboman said:If you get the full three gold boost per temple for Kilmorph, I can see that we need to do something about it though. But AFAIK, the settlement swallows most, if not all of the gold it makes.
wilboman said:That's true, but then they don't actually earn any money (or at least, very, very little) either. They're basically just there to allow you to grab yummy, yummy resources.