I have no idea if this has been mentioned before (as I lacked the time to read through 2000+ replies in here ), but a possible exploit with D'Tesh:
Being able to sacrifice units to give Fort Commanders xp is a nice feature.. But being able to sacrifice summoned units seems a bit too strong in my opinion.. Summon 5 wraiths, sacrifice them, and you've got a maxed out Fort Commander - a couple of stragetically placed forts, and your enemies will have to sacrifice quite a few units to get through...?
Also, a friend and I playing LAN had a problem starting with the Kuriotates (not sure of the spelling).. We played with Advanced Start - we could start a game with the Kuriotates though, since the cities you build with Advanced Start are only settlements...?
Cheers
Oh, and thanks for a fantastic mod! Spend way too many hours playing this, and way too few studying atm... So, if I don't pass my upcoming exam, I'm blaming you!
Also, another thought: Not sure if it's intended or not, but the enemy factions seem to expand a bit slowly. Three examples from my current game (on noble, but still seem quite a bit weird):
Spoiler :
- Enemies tech rate was ridiculously slow. At the end (around turn 450-500) two leaders hadn't got archery yet, and no leader at all ever built a mage/priest. Never saw more advanced units than champions and assassins.
- Kuriotates (leader: Yakut) never expanded beoynd their first city. They boxed themselves in by a keep they took, and never sent settlers beyond it. Also took more than 200 turns before a worker turned up in their lands.
- Frozen only built 1 extra city. Those two cities were size 150 and 130 though, and I spent literally more than 30 turns with a monster stack to kill off the first city. They only seemed to build Tar demons, no counterattacks at all.
Were you playing on the erebus map (or any other map with lots of peaks)? Because I'm having the same problem on those maps (on noble, not sure if it makes a difference), I work around it by using either ErebusContinents (with less peaks, just in case) or Pangea.
Heya. Great mod(mod) you guys been making. In fact, so good I had to break my long-time lurker status to help you out by posting some bugs, typos and stuff I found during the past game.
If it matters, I played as Ljosalfar on a Win7 PC. Initial save included if I manage to upload it ^^.
Bugs
Spoiler :
- All types of bears had the waterwalking promotion during the whole game. They also made lairs in water.
- Parts of maps were permanently visible even though there should have been fog of war. I think it was at the spots where recon units died.
- Archery range doesn't show up in the buildlist, unless you're in the city screen.
- Found a wolf lair on a frozen peak (near a Frozen faction city).
- Could build infinite druids even though tooltip states only 2 national units.
- Beastmasters weren't picked up by galleons/QotL's. They can enter the square with the ships, but aren't transported (actually standing on the water, only able to move back to shore).
- Queen of the Line doesn't seem to have a combat animation when attacked.
Typos & Text
Spoiler :
- Typo on the Taneath (great bard) tooltip. Second part of the quote just repeats the first sentence ("...set a man on fire..").
- Healing potion purchased from apotechary has no tooltip at all.
- No tooltip on project 'Genesis', only in the pedia.
- Druid tooltip says only 2 are allowed (if they are supposed to be non-capped).
Also, another thought: Not sure if it's intended or not, but the enemy factions seem to expand a bit slowly. Three examples from my current game (on noble, but still seem quite a bit weird):
Spoiler :
- Enemies tech rate was ridiculously slow. At the end (around turn 450-500) two leaders hadn't got archery yet, and no leader at all ever built a mage/priest. Never saw more advanced units than champions and assassins.
- Kuriotates (leader: Yakut) never expanded beoynd their first city. They boxed themselves in by a keep they took, and never sent settlers beyond it. Also took more than 200 turns before a worker turned up in their lands.
- Frozen only built 1 extra city. Those two cities were size 150 and 130 though, and I spent literally more than 30 turns with a monster stack to kill off the first city. They only seemed to build Tar demons, no counterattacks at all.
Yep, it was the Erebus map... which, btw, seem to be a bit more "open" than the old original FfH2 map; i take it the mapscript was updated somewhere?
Weird bug, first time playing RifE so it might be a horrible mistake, but I started a game as amurites then at the beginning of the game I only have a warrior and scout, no settler, the next turn I crash to desktop. Yeah, I WB in a settler (everyone else i checked on the map had a settler which was a good thing) but it still crashed next turn.
If you'd like I can attach a save. But I'm hoping this is a simple fix.
Ohhh, my bad, I just assumed the installation was up to date and everything works fine with it. lol, I was starting to get angry at my game for not letting me play. I tried restarting the game over and over as amurites, The mana guardian thing is correct, The other times started the game I had a settler, the first time there was a gnosling and lighting elemantal near by, so that could be it.
One quick question though, does the AI use the new civs with no problem? I know while I was playing Fall Further I realised the reason for the games that caused crashing for me mid game was because in those games I had scions as an AI, so if I made a game without them, or just completely killed the scions then the game didnt have anymore crashes. Any known crashes due to AI being, Legion, machanos, jotnar etc?