Im unable to reproduce this with patch "d". Its probably one of the issues that have already been fixed.
@desemondez: ill fix that event in patch "d".
Hopefully you got it then..thanks for looking at it Kael!
Im unable to reproduce this with patch "d". Its probably one of the issues that have already been fixed.
@desemondez: ill fix that event in patch "d".
5. Reduced inflation rates to BtS Levels.
There seems to be a problem with the sight from fort/citadells. I walked onto the fort on the last turn before it became a citadel and something strange happened to the tiles that actually should have been revealed...
(Loki is standing in the mist in the screenshot)
Ver. C Clan of Embers
I had the bandits are stealing food event and only had one one option that wasn't gray (the spend 5 gold option). Couldn't send troops even though the city was garrisoned, couldn't ignore the problem, and couldn't make a deal with the Ratcatchers (I had the guild in my city).
Has anyone else noticed that the game crashed alot after a while. When the game makes a CTD, I start over and use a quicksave (I quicksave every turn thanks to this) and then I can play for one or alot of turns then suddenly it crashed again.
I have a save but perhaps it is pointless because if I save right before I should end turn and it crash, if I start over from that save, it doesn't crash.
I think those resources are only available in Broken Lands. IIRC each of the normal resources has a Broken Lands/Hell Terrain equivalent. Nightmares and Horses are mirror images of each other. When your lands get overrun by Hell Terrain your Pastures will contain Nightmares instead of Horses, if you sanctify a square containing a Nightmare it reverts back to its original Horse resource.I don't if this is a true bug or if just not in the game fully yet but anytime I make a map add nightmares as resource on the next turn they will change to cows or horses. Also cetain features Will change others on the next turn as well, Like the snakes pilers thing that good for AV cities. There few others but I can't remember them all atm.
I'm pretty sure that canals were one of the intended uses of forts when Firaxis added them to the game.About boats going across land, I know they can go into forts, castles and citadels which might be what people are talking about. It can be exploited by making a like of forts across an isthmus creating a channel.
In further news of specialist bonus woes, the Scholarship civic does not grant the +1 science to each specialist. Once again, the bonus shows up on the specialist itself, but not in the totals. The +10% to science is apparently working and does show up in the totals.
Also, the +5% bonus to GP production granted by Spirit mana doesn't seem to be working. Once again, appears when you mouse over the resource in the city screen, but does not show up when you mouse over the GP progress bar.
Interestingly enough, the +1 science bonus from The Great Library is working fine.![]()
About boats going across land, I know they can go into forts, castles and citadels which might be what people are talking about. It can be exploited by making a like of forts across an isthmus creating a channel.
0.30c
- The Mercurian Gate can be built before the Infernals enter the world.
- Svartalfar elf workers can build lumbermills.
- Blight destroys mana bindings (ie you can build new mana types after Blight).
-------------------------------onedreamer said:0.30c
- The Mercurian Gate can be built before the Infernals enter the world.
66. The Infernals don't need to be in the world to create the Mercurian Gate, tech prereq for the Gate moved back to Fanaticism.