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EitB Bug Thread

For some reason the game crashes at eot.


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Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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its not a bug (Works as designed) but i doubt a Slave is intended to be able to be a Dragon :D ...
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What do you mean by that?
There are four dragons in the game, three (eurabates, abashi and Drifa) and one (acheron) which is built/spawned by the barbs.

Unless you are talking about generating a slave with unit class dragon?
If so, I didn't know that was possible either but you should keep him and promote him to something, as unitclass dragon allows one to roar and summon meteors.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Yes ... i generated a Slave with the "Race: Dragon" 'promotion'
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Slave mechanism is sometimes funny. Also attacking a worker can also generate slave.
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(April 4th, 2013, 16:06)plako Wrote: Slave mechanism is sometimes funny. Also attacking a worker can also generate slave.

I think that's fixed in the next version. Anyway, I'm pretty sure slaves are of the species of the target that was killed.
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(April 4th, 2013, 17:19)Ranamar Wrote:
(April 4th, 2013, 16:06)plako Wrote: Slave mechanism is sometimes funny. Also attacking a worker can also generate slave.

I think that's fixed in the next version. Anyway, I'm pretty sure slaves are of the species of the target that was killed.

They should be.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Playing as Keelyn on EitB v9 with the Nox Noctis fix dll - my puppets aren't getting Mobility I correctly.

In the screenshot below, Loki has Spell Extension I but his summons don't get Mobility I.
My adepts with Spell Extension I also don't get Mobility I puppets.
My adepts with Mobility I DO get Mobility I puppets.

So it seems that something is broken with how puppets are getting Mobility I.
They should only get it if the caster has Spell Extension I. Shouldn't matter whether the caster
has Mobility I or if I haven't researched HBR yet.

Description for Spell Extension I :
Grants the Mobility I promotion to summoned units.

[attachment=524]
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Puppets get the summoner's promotions. They don't count as normal summoned units.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(June 22nd, 2013, 07:19)Merovech Wrote: Puppets get the summoner's promotions. They don't count as normal summoned units.

Wow. You learn something new every day. Sure enough - it says in the manual "Starts with Puppet + same promotions as Summoner". The pedia page only says "Puppets gain the spell casting abilities of their creator".

Cool.
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