Wodan
Deity
With timid animals on, when they get caught inside borders, they should move outside of borders in preference to attacking.
Blaze can be cast on a flood plains but the game text says "Sets a Forest or Jungle on fire."
With timid animals on, when they get caught inside borders, they should move outside of borders in preference to attacking.
Sometimes there are barbs wandering around that just disappear at start of turn. What causes this?
Unless the rule was "if they can move to neutral or feral tile, do so, otherwise, attack"Nope. If that was the case, then they also wouldn't do anything if the crossed over from the borders of a Feral civ... Something that is absolutely intended.
I'll try but I'm not sure if it's repeatable or just happens. I'll see if I can go back to a save and get it to happen again. I distinctly remember it happening every now and then though in the past, with old versions too. It's like, hey there's a goblin I have go to deal with... next turn... hey, he's gone."No idea. Can you get a save of it?
Unless the rule was "if they can move to neutral or feral tile, do so, otherwise, attack"
I'll try but I'm not sure if it's repeatable or just happens. I'll see if I can go back to a save and get it to happen again. I distinctly remember it happening every now and then though in the past, with old versions too. It's like, hey there's a goblin I have go to deal with... next turn... hey, he's gone."
Doesn't my original suggestion work, then? "If able to move to neutral, then do so, otherwise attack". That preserves your feral intention except in the rare case where there's a three-way border.Ah, but you see, we want them to invade from feral territory. It's not an "Oh, it happens sometimes", it's an "It's quite intentional that that happens".
So the rule will remain "Once in borders, attack at will".
This is weird. I updated and played, and I didn't get the unit window to show promotions, but then I quit the game and turned on Python Exceptions, and now it works.
WTH? No, really, I don't even know how, but it works now. IT didn't work and now it does.
I hope it doesn't decide to turn off again.
I think somehow I may have created a Time Paradox...
OKay, truly, this doesn't make a bit of sense.
The unit promotions window only shows up every other time I load this game.
No, I have tested it, I'm not joking. It will not load up 50% of the time. For some magical reason.
So, in order to play this game, I have to load the game up, check the Worldbuilder, then quit the game, and then reload it to have it load up the next time, hopefully.
I have no idea why this happens. Can you help me figure it out?
Because I'm about ready to make a Dark Pact with Lord Hyborium to get this to work.
Also: Using worldbuilder to give yourself advantages is cheating. Stop doing that!
It doesn't make sens that you can have a lumbermill on a forest that changes to an ancient forest, but you can't build a lumbermill on an ancient forest. It's also a negative play experience to be building a lumbermill on a forest to have the work ruined when the forest changes.
Probably the old units shouldn't obsolete, then, since they aren't obsolete? (e.g., you should always be able to build Scout)Not a glitch, just an advantage of promoting a unit through different combat types.
The races (Elven, etc.) do not appear to be in the civilopedia index. You have to find a link to it to see the entry on Elf, for example.
Also, there is no mention of the fact that the Ljosalfar (and others?) civilization apparently allows forests to be created (by the spell) on improved terrain and also for workers to build improvements on forests without chopping. From what I can tell, this is apparently a benefit of the civilization itself, not of the religion or the race.
It doesn't make sense that you can have a lumbermill on a forest that changes to an ancient forest, but you can't build a lumbermill on an ancient forest. It's also a negative play experience to be building a lumbermill on a forest to have the work ruined when the forest changes.
Probably the old units shouldn't obsolete, then, since they aren't obsolete? (e.g., you should always be able to build Scout)
Speaking of odd things, my Hamster units, well, some of them randomly got the commander combatclass type. Which was really weird when one of my workers got it.
So far, scouts, and workers have gotten it, and completely out of the blue.
Not a bad thing, but weird.
Also, please accept my apologies if somehow I come across as annoying, I don't mean to.
I just had a sea serpent take out my work boat in my territory, with timid animals on.
@David: Some hamstalfar units are created with the hamster commander promo(chosen randomly, with around a 5% chance methinks). These units get a secondary unit class of commander. The RiFE website has a page on it if you want more info.
Completely intentional. If it gets in your territory it can and will attack; Timid Animals simply limits how it enters, not what it does.
The races (Elven, etc.) do not appear to be in the civilopedia index. You have to find a link to it to see the entry on Elf, for example.