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Caster of Magic Release thread : latest version 6.06!

Do you have by chance, rebuild all option on and an enemy meteor storm in effect? (or damage done to the city by combat or any other similar source of building destruction?)
Even then the FG wouldn't get rebuilt in a single turn...oh wait. The very first download had a bug that cities produced for free (production cost wasn't used up when a building completed), this was fixed about a day later and the QX file reuploaded. I think you'd have noticed that already though.

Anyway, if you are already using the QX version you can safely change to the MX one which is slightly newer, or if needed, I can upload the latest where the rubble cleaning bug is also fixed.

...one more thing I can think of, if you had a building that replaced the FG...wait then you couldn't have sold it. No that can't be it.
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Well I won't worry about it for now, and when I get a new version, I'll check again. If it still happens, I'll send a save file.
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Is there any way (or would it benefit the game?) to expand the max population from 25 to 30? (so we don't get punished with a cap if playing something like nature guardian)

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I don't think it benefits the game (terrain quality is already a huge luck factor), and there is no room on the screen to display the additional population, but actually changing the "if pop>=25 then growth=0" part to say 30 would be trivial. It might be worth considering though as we now have a lot of max pop increasing effects (Omniscient, Guardian, Granary by themselves can be +15 easily) - but still, displaying the population would be a problem and I have no solution to that. (pushing them closer together not only looks ugly but makes it harder to click to set farmers.)

Max population over the cap still contributes to your population growth, so it's useful.

Also, this isn't anything new - Pop 20-25 was already useless due to the existence of Granary.
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What matters is population growth rate anyway.. Once you reach the limit you've already decided the game.

That's why beastmen are better than dark elves in power production, for example.
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Today, a major update is available!

It contains none other than the legendary Building Queues!

Consider this an early Christmas present from Santa Seravy smile

Quote:5.5
-When an outpost turns into a city, the player will be shown that city to change production. However this will happen after building completion messages, and not at the time the outpost message is shown.
-Buildings can now be queued for production.
-New optional setting : Rebuild Prompt. When a building is destroyed, the city will be shown, even if it didn't interrupt production.
-New optional setting : Rebuild All. When a building is destroyed, it will be added to the front of the production queue even if it isn't required for other queue elements.
-Nomad population growth rate is 1 higher. (+80 people instead of +70)
-Werewolves regain Death Immunity, lose Illusion Immunity instead.
See forum discussions, I believe Werewolves being vulnerable to getting raised as undead is unhealthy for gameplay.
-Completely replaced the algorhytm that picks which ore gets generated on a tile already chosen for generating an ore at the start of the game, to allow more fine grained specifications of the rarity of each ore on each terrain type, and updated the rarities. Note that ores generated during the game by Raise Volcano and Armageddon are unchanged..
-Djinn will prefer to cast Magic Immunity when fighting against stacks of Ghouls.
-Fixed 5.45b bug - when cancelling an attack on a lair, all movement is used up instead  of the correct amount.
-The Cities screen will now display the amount of Food,Power, Research and Unrest.
-Syphon Life now has a -11 save modifier.
-AI's with 8 or more Death books will pick Blood Lust as their second guaranteed uncommon now instead of Black Prayer, to be able to get it early on werewolves, matching the research rules. A similar change for Land Link on Nature wizards have been added but it's much less likely to trigger, as Nature wizards have other spells they might want to prioritize instead (Transmute, Cockatrices, etc).
-Patrol hotkey is now the “Esc” button instead of “L”
-The up/down arrows now scroll by 8 on the cities screen instead of 5. This puts the bottom city on the list exactly to the top when “Down” is pressed instead of the middle.
-Pressing “S” on the cities screen will now sort the cities. Pressing it multiple times will cycle through sorting by Race, Population, Gold, Production,Food,Power, Research and Unrest in that order.
-The Cities screen will now display the units garrisoning the currently selected city.
-Fixed bug : AI fails to target the best available target using Warp Wood.
-Pikemen now have 4 defense.
-Warlord and Tactician are now mutually exclusive!
-Readjusted Range penalties - I feel the mod was reducing them far too much compared to the original game, so it has been toned down a little. It still has the 1.2x range bracket added and has slightly less range penalty at closer distances, but it no longer eliminates the 2.5 range bracket nor extends the areas that are outside the 3x range territory. This is an experimental change and might get further revisions.
1-5 1x
6-8 1.2x
9-13 1.5x
14-17 2x
18-20 2.5x
21- 3x
-Crusaders gain 2 figure and 1 resistance.
-Knights gain 1 movement.
-Guardian now adds +6 maximal population to each of your cities that belong to your starting race.
-Runemaster now grants a 100% research bonus to Arcane spells instead of 50%, starts the game with Dispel Magic known, and has an increased chance for their books to contain overland global enchantments  over other types of spells, in addition to the existing effects.
-Cities can no longer be built on the polar regions (top and bottom 3 rows of the map)
-Specialist now offers only 50% dispel resistance.
-Renamed “Expanding Help” option to “Sluggish UI” and added more functionality to it :
Pressing a hotkey on the keyboard will no longer teleport the mouse cursor or show button press animations if the option is disabled.
-The AI will now prioritize researching AEther Binding, Dispelling Wave, Blood Lust and Crack's Call if the human player has 4 or more Life books.
-Updated the AI's guaranteed uncommon Sorcery spell pick rules.
-The AI will avoid casting Mystic Surge on their own doomstack in battles they expect to win easily  without doing so, to prevent the 1 HP units to fall victim to spells next battle.
-The AI will priortize Mystic Surge slightly more if an Invisibility counter is needed.
-Fixed bug : The shadow of invisibile Efreets is still visible.
-Chaneller now increases the chance of combat exclusive spells among starting spells significantly.
-AI will avoid picking Spellweaver and Chaneller together and will avoid picking Chaneller if pure Sorcery or Sorcery/Life.
-The primary retort pick for pure Chaos is now Sage Master instead of Chaneller.
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Woot!! I've been watching your vids, and love the Queue system and new city screens! Time to start a new campaign and try this out!
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Love this! and love the queue! Also really love the retort changes how they ended up

One issue of interface - when right-clicking the queue button for help, it points to either the original two buttons (cancel and ok). When right-clicking 'clear' it says 'cancel'. When right-clicking exactly at the middle of the queue button, it doesn't generate a help window (probably because it was the original gap between cancel and ok)

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Oh, true I forgot about that.

Reuploaded with fixed help texts.
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Another minor thing related to help texts: the Guardian help text doesn't state that it costs 2 picks.
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