Ruins exploration has instant results, so if nothing happened then, well, nothing happened.
I can second the broken sepulcher thing, except the barbarians apparently razed it to build a fort. That stupid thing was a citadel by the time I got around to going after Barbatos, made him rather difficult to dislodge.
Also, is there any way to force AIs to run initial settlers away from Barbatos? I had Tebryn Arbandi settle literally right next to him and get eliminated on turn 1
In my game the I went to war with Auric Ulvin. Many of his units had the Winterborn promotion. That's fine, except there weren't many ice or tundra tiles around. However, it was only turn 325 in an Epic game, and his Warriors all had the Iron Weapons promotion. I thought that was pretty soon for an Epic speed game. I checked and the Illians had Smelting, but NOT the required (so I thought) Iron Working.
Was it:
a. An Illian feature
b. An Event
c. A Bug
I'm guessing 'c,' however, you never know with the many knew events popping up these days. I did check the .31 changelog and didn't see anything that might give them early Iron Weapons.
I usually play with the End of winter option. Which result in many tiles fit for the little guys. I ended up in one of my first game of 031 with 4 penguined tiles at my capital (inluding the city tile), and two at my second city. They stay when the tile warms so you I ended up with penguins in plains and grass. It might even be possible to get them in desert. As the happiness bonus is cumulative, both my cities had very high happiness caps in the early game.
Maybe:
- don't stack the penguins bonus (seen one, seen them all)
- when a tile warms check if there's a penguin and have it move to an adjacent square if available or disappear.
It's not a big issue though. And the little guys are very cute.
It is very annoying when the end of winter's tempTerrainType undoes you terraforming, especially when it destroys pirates coves and turns their tiles back to land. That pretty much ruined by last Lanun game.
I really think that such spells really need to also use setRealTerrainType, or otherwise cancel the terrain timer.
While you are at it, go ahead and make the Pirates Cove spell check the distance from pirates harbors and pirates ports instead of just the original coves. That is a very easy fix.
Actually, I'd love to see the FfH installer read your Civ4/BtS location from the registry. The keys are all there, if Civ is installed properly...
I know quite a few people (including myself) who are confused why FfH didn't install properly for them, until they discover that it always uses the default Civ4 install dir.
I had a mutate spell cast on a bunch of ritualist and one of them got all of the following:
Strong AND Weak AND Light AND Heavy ...maybe the mutation chances should exclude opposite promos...
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