darkedone02
The Suggestor
damn, how many patches are you still going to release now!? anyways, good work on the updates and bug fixes, there always good and give us some good benefits.
Kael said:Patch "D" is up. It won't invalidate save games and fixes the following issues:
1. Carnival escape chance reduced from 10 in 10,000 to 3 in 100,000.
2. Guard stations now correctly go away if their isnt a unit with the guardsman promotion in the city.
3. Golems are now immune to fear.
4. Normal animals given -25% to city attack.
5. Free tech moved from Education to Writing.
6. Acrobats can now carry Parrots.
7. Barbarian betrayal is now correctly calculated against the 2nd ranked player instead fo the 3rd (thanks to c.fe for the fix).
8. You can no longer cast Bloom in tiles with improvements on them.
Warlords Eraser said:I havent seen it posted in the FAQ page and havent seen it while browsing the forums, so i apologize if its been explained before, but I have a question about settlements...
I believe I read that other civs besides the Kuirotates can use the third ring of land around a city and build a "hub" if they have a settlement first (I also saw this as a greyed-out building that had prerequisites while playing the Lurichirp). Where does that settlement have to be placed? Is there a limit on the amount of cities that can have this "hub"? Does the settler automatically build a settlement or is there a special settler-type unit that must be built?
Thanks,
felwar said:Kael, out of curiosity, did you tone down the raging barbarians? It might just be the map types I'm playing, but the attacks seem much less frequent.
Kael said:Nope, Acheron sits home for now. Someday we may let him off his leash under certain circumstances, just to surprise you players, but for now he's a homebody.
felwar said:Kael, out of curiosity, did you tone down the raging barbarians? It might just be the map types I'm playing, but the attacks seem much less frequent.
Broken Hawk said:I think it would be cool if a Beastmaster or a Knight with a difficult to obtain promotion known as say "Dragonslayer" could capture Acheron. Beautiful unit graphic BTW.
Burevix said:I was playing a game as the Bannor with the Order religion, good to the max if fanatical, and yet I was able to have arcane units with death, chaos, and entropy magic as well as liches running around. I know that the higher levels are based on having a specific religion but if the unit has socery it can still go to the higher levels. Will there ever be a limit in a future update that will confine the religions or civs to certain types of magic or if you have a death mana node it gives you negative diplomacy with good civs or positive with evil civs?
Burevix said:Another quick question. I noticed that giant spiders do not tend to move much, I will post scouts near a spider to keep it revealed and it just sits there. Are they more like traps or do they roam like other animals?
Piemax^2 said:Hi Kael and all and thank you for this great mod.
A few questions:
a)Sometimes my savants can spread the Ashen Veil religion and other times they can't even though the civics choices allow religions to spread. Is this based on the current state religion or the race of my civ? (savants worked for humans with Runes but not for elves with Leaves.)
The counter is dependend on the population, not on the culture. If his cities had Your religion and another religion as well and the population dropped the percentage of the other religion dropped a bit. Whereas your religion stayed mostly the same.b) How does religious victory work? The game was down to me and 1 other civ, and we had the same state religion, and I had put temples into every one of the AI's cities, but our religion's share was stuck a few pecents below the victory line. I tried raising culture to see if it was based on area controlled, but that didn't help, so I declared war; taking over a few of his cities (which already -had- my religion) increased the religion's share enough for a religious win. Why?
c) In my first evlves game I realized that elves can't build seige workshops. I know that this is a work in progress and that all of the intended documentation isn't yet in the game, but is there a list somewhere of which units/buildings each civ can't build?
Thanks!