Schwarzbart
Prince
- Joined
- Jul 21, 2009
- Messages
- 528
yes pink sqare for the icon of War Beast if I go with the mouse over the unit.
Congrats on the new version, having a lot of fun exploring the Mechanos stuff.
However, I'm fairly sure that something's bugged for Guild of the Nine. Verocchio (me!) built it in Vaul, it doesn't seem to do anything (i.e., doesn't offer a "hire mercs" spell for gold). Take the report for what it's worth.
Also a second point, possibly due to my not being quite clear on all the Native Routes stuff. Is it exploity for me to stick a Mobile Fortress onto a blimp when they're sharing a tile, and haul it halfway around the world to plunk down someplace? Shooting at anything that irritates me along the way (naturally)? Again, the limit of these bad boys is they need a railroad, but if they've got... uh, a big ballooon on top of them, then I guess they're flying fortresses? Five times the move rate, and can park 'em on mountaintops? Possibly a bug if the native routes stuff is supposed to place limits on being eligible as cargo.
Nope, language was set to English.Are you using a foreign language? Somewhere, one of the merged textkeys only supports English... Try to catch them all, but sometimes I miss one.
To fix it for now, load BtS, switch the language to English, and then load FFPlus.
Just did a test into those first turn crashes... It seems the problem is in fact with the Jotnar. I tried a duel map with only the Jotnar as an AI, and it crashed instantly when I ended my turn. I then tried a huge map with every civ except the Jotnar and the summonable ones (and the Amurites, now that I think about it, because that was me. Can't test if they're an AI problem like that), and nothing went wrong for the first several turns... Other than slow load times.
<SNIP>
As for the second...... I hadn't even thought about putting them in zeps. That's genius. Not sure of a way to fix it, without some DLL work... Will think on it.
Ideally, I'll allow promotions to affect routenatives, and give Naval units carrying Mobile Fortresses a promotion requiring them to move on railroads as well. You keep the movement bonuses, but a zepelin fleet pulling the fortress should make it faster anyway.
Genius eh? Haha. It's probably more a balance concern than anything else, but I am known to stuff all my flying machines with siege weaponry, wake up the siege guys when they're in shelling range, annihilate all kinds of foes, then back off to safety. The mobile fortresses are just an extension of that, in a jumbo sized way.
Being able to "pick up" mobile forts with flying transports does let you do some unusual things like have a fort farm somewhere in your hinterlands, skip railroads, and just harvest enough forts (to take to the frontlines of a war) and have workers build a bunch of forts to fill in the holes again. Sure, it takes time to grow them to whatever level (castle? citadel? forget!) but it was still something I found myself doing, I guess if it's not a bug, it's just a balance thing. Give the transports the "You need me to lift WHAT?" promotion to halve their moverates or something if this is really found problematic.
Pink Square for the Promotion "Step Through The Rift" in the mouse over a unit info.