I honestly was more under the impression that he was unclear on what was happening to his growth values when a pioneer was first queued. Setting a town up for fast growth and queuing pioneers every time it reaches 30 population to keep population low and growth high is basically just good strategy IMO (as long as you let them complete). Getting an extra 1 growth for a few turns in any other city because you decided you wanted to start training a pioneer 60 turns before you needed it is sort o
Sanati
All I have is the mdmp, I didn't make any hard saves, was just relying on autosave, and I did end up clearing my folder and starting fresh to see if I still got any crashes. The mods I suspected were Heroic Pursuits (which I loved), the Additional Faction Traits and Races mod, Conclave Troops, and the Res Public mod, I think all of those were made for 1.2 and not "updated," but they appeared to work fine as far as I could tell. Then I had most of Parrotmath's mods, and the Demons and
Crashed on turn 175 of my next game, only 5 AIs, huge map but custom set to 40-50% water (instead of 10-30%) so it's more like a large or medium. Rules out map/AI complexity being the cause for me. Amusingly the debug.err says there are 8 cities (out of 18) on the map with no yields. That's probably my fault, but I don't think it's causing the crashes. Honestly I think my issue is likely mod related, which is why I didn't make my own thread or post any debu
NP. One more. The group summon icon for the death magic boars is missing/blank.
Going to expand/explain/counter some of the points even though the thread is a couple weeks old. [quote][Bug] b. I've had a couple of battles that have unexpectedly removed all of my movement...[/quote] I'm guessing those fights were against spiders (or obsidian golems). Whenever a unit gets rooted in a battle they lose all movement points outside of battle. IIRC the spells target a stat value used by both tactical and strategic movement resulting in the 0 MP after bat
Speaking of wandering, I've seen this guy like 50 tiles away from his wildland. I actually passed next to the wildland just as he agro'd onto an AI party, he chased them a couple tiles out, then started chasing my group for like 10 tiles, then I lost track of him. Few dozen turns later I ran into him in the middle of nowhere on the other side of the map.
Sounds like the Warden outpost upgrade which they finally disabled after years of people reporting the same issue. I think I picked the trait once on a scout type unit long ago and found at the very best "less likely" meant "imperceptibly less likely" and after having my first batch of scout units wiped out by monsters in just a few turns I never tried it again.
Could be luck or removing that city that let you play a bit without crashing. I have up to date drivers and GeForce Experience activated, though the later is a completely optional program that basically just checks for updates and allows you to set/download setting profiles for some mainstream games (of which I play none and have never had any chance to use said feature). I decided I wasn't quite through the with game yet. I tried deleting all my custom factions and saved units in
Hard to say because I've also boosted yields of resources a little, mostly essence, increased resource density a bit, and removed the 9 total yield cap. Most settle-able locations on my maps are pretty good, and they aren't that uncommon, so most AI cities tend to be built on decent yields. Hasn't really changed the number of cities that much, it might be a little lower but that just means the AI builds more outposts, so I don't think it's effecting their pioneer productio
Probably, that's not one I tried but other exp changes don't work in the mods folder either, like .
I've actually noticed a large number of values are now ignored in the mods folder or just cause game breakage, it's not just map resources. I used to make a lot of little tweaks to the game files and keep them in the mods folder just so I'd remember what files I was fooling around in, but a lot of that stuff no longer works like that. BTW I noticed resources in the mod folder aren't completely ignored, they are just made extremely rare for some reason, and no
I just gave up on the game again because of end turn crashes. I looked at the debug.err of your top one and saw a bunch of these at the end: Debug Message: GFX-THREAD WARNING: Function marked as gfx thread only is being used in a different thread in file: e:\lh-elemental\Kumquat3D\Source\Renderer\Direct3D9\D3D9GFXBuffer.cpp Which is what I'm seeing at the end of my crash debug.errs generally followed by only one or two AI action lines and
0/0/0 settlements are a bug (which I haven't seen in a long while), the game doesn't normally allow AIs or players to settle on combined yields of less than 6, they don't even show up on the map, and I believe the food minimum is 2 and the material minimum is 3 (or maybe also 2, I forgot). The AI being stupid is why I've kicked the minimum yield requirement up from 6 to 8 in my ElementalDefs. A 3-5-0 is still terrible compared to a 3-3-2, but they are less common. I wi
I think the Shrill Squads and such need their pool and mana upkeep cost multiplied by their group sizes (as a start). Just playing around with them in my most recent game, you can very quickly start summoning level 5-10 squads of shrills which tend to dwarf the power levels of even solo tier 4 summons at a fraction of the cost. 60 mana very early in the game can get you a unit with ~200 health and 50 attack, and you can have dozens of them with little investment into pool size. I'd also s
This is a bit late, but it doesn't appear any map resources, including base ones, will spawn if placed in the mods folder. Seems like something they broke with 1.3. Something as simple as copying the CoreWorldResources.xml file and dropping it in the mods folder will break your game and prevent most resources from spawning. Even editing one of the base resources and trying to plug it into the mods folder by itself will cause pretty much all base resources to not spawn, which is something
[quote who="abob101" reply="106" id="3396919"] Oh wow really? That's awesome. I haven't really seen the AI use more than a couple of summons at a time... but like I said I haven't had the chance to actually play as much as I would like. If the AI is using a lot of summons in that situation that's great Just need the AI to start using tactical summons.... Hint hint - Kael/Frogoby pls fix it...[/quote] Oh ya, usually the only units
[quote who="abob101" reply="103" id="3396882"]In principle I tend to agree with this, but I suspect it would give the Human player an even bigger advantage over the AI (I don't think the AI would handle it too well).[/quote] What specifically are you thinking would mess up the AI? In one of my games one of the AIs had two summoners, a custom sov and a summoner champ, and they were throwing out summons constantly, even attacking me with full armies of them. If they are hitting thei
I love this. The base game summon system was craptastic and not at all worth bothering with, which was a shame because in games like this I prefer to play a summoner. This mod is my dream come true on that front. Couple minor bugs. One of the new champions you added, Briginet (or something like that) has the wrong soundpack, she sounds like a dude in combat. I also summoned an Archangel and it had no face or wings, the other angels I tried all worked fine, it was just him, not sure if
There was another thread about this where they said the system was working as intended. It's a little silly, but you just have to connect the wonder to the tech in your head instead of to completing the building to realize it's not really that different than other games. Basically they are tech based wonders rather than special construction projects.
The AI doesn't do any thinking at all when it comes to diplomacy. Everything is based off a few simple weighting values in that CoreAIDefs.xml, if you scroll down you'll see values for things like early game, late game, stronger than you, opposite faction, etc. There's a lot of derp in these values, multiple stacking values for the same thing, huge hits attached to the wrong buildings (building a Tower of the Witch is a -9 hit), and basically an overwhelmingly large emphasis on ga
I haven't had a chance to play 0.80 yet but don't you need to add a special trait to your units so they can equip chain/plate now? They can't upgrade out of leather if they don't meet the requirements to equip chain. Sounds like this change completely kills the armor upgrade option, not that it wasn't terrible beforehand anyway.
[quote who="iamaddj" reply="2" id="3345162"] I think the real issue is how damage vs armor scales. Basically as I under stand it a units attack damage is attack value (weapon + any bonuses) times number of models in the unit. So a unit of 3 armed with spears (attack 6 I think?) does 18 damage a hit (modified by some random factor I don't really under stand.) Meanwhile a units defense is simple the defense of any member of the group, so a unit wearing all leather has a defense of lik
Are you at war with the faction that owns the outpost? Maybe whoever captured it from you lost it to a third party you aren't at war with?
I just think they need like a Masterwork Leather set, researched in the late/middle of the warfare tree, then Champion Leather and Champion Chain in the magic tree, same tech as Champion Plate. Also unlink Masterwork Chain and Light Plate from traits. For starters anyway. Then maybe later they could add some more flavorful armor types unique to certain races, one per maybe, still found in the tech tree though.
Usually I see it spawn on like a 4/3/0, which makes it 7/6/3, which isn't any better considering there's nothing useful to build in the city. I don't think it can ever spawn on a tile with essence since I don't remember ever seeing resources spawn inside that wildland. Somehow it spawned on a 0 yield tile for you (did you change minimum yield values in the xml to like 8?), honestly I don't see that making a difference and I'm not sure it's a bug.