Raa00

Raa00

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Hi, could you please post the save that shows this? It would be very helpful in getting the issue fixed. Thanks. Edit: This has been fixed internally now... if you want to send in a save so we can make sure there isn't anything else going on particular to your game, you can, but your breakdown was helpful and your guess correct, the economic treaty wasn't being taken into account. Thanks for your bug report.

1 Replies 6,272 Views

Netriak is right, the A_ManaRegeneration tag in Umber's xml is causing them to have very high mana regeneration per turn. This has been fixed internally, thanks for pointing that out.

4 Replies 2,852 Views

Thanks for the save. It's revealed that refugee camps that are outside of a city do not actually affect the cap of the city they are linked to until the city is built up to them and that refugee camp becomes protected by the walls of the city. However, the population cap breakdown for a city a refugee camp is linked to, but not a part of, is still showing the refugee camp as affecting it. Thanks for bringing up this inconsistency, refugee camps will be changed to correctly a

8 Replies 3,356 Views

Hi, after updating to 1.06, are you still having problems with your sovereign's extra moves from abilities not being awarded on load? I have been unable to reproduce this with a sovereign that has the Tracker talent and Adventurer profession, so if you have one of your autosaves that shows this, that would be helpful in illustrating and tracking down the issue you are having. I was able to see that units completed the same turn as an autosave are not around on loading it,

4 Replies 3,254 Views

Hi, could you please post a save where you have a ship that, when you try to eject it, it shows up in the middle of the town? This was indeed reported during the beta; however, it was thought to have been resolved, so any additional information we can get to try to figure out what circumstances still cause this to happen would be very helpful. Thanks.

2 Replies 2,457 Views

Hi, In 1.05, you are allowed to build improvements on resources even if they are outside of your zone of control if they are adjacent to one of your cities. Was this the case with the gold mine you mentioned above? However, I can't think of a reason why you shouldn't have been able to build on a resource that is within your zone of control, like you mentioned in your last sentence. Do you have a save game that shows this that we can take a look at? Thanks.</p

2 Replies 1,605 Views

Hi, I believe that refugee camps need to be linked to a city to work (since their bonus is by definition city-based), but they do not need to be absorbed into a city. However, wild improvements do need to be within 5 tiles of a city to be linked to it, so is it possible that your refugee camp was just too far away from any of your cities to link to one of them? If you have a save game, I could take a look at it and make sure there isn't anything wrong, if you'd like.

8 Replies 3,356 Views

Thanks for the save, it revealed a problem that those wild improvements were not linking to cities based on how close the closest improvement was, but instead how close the city hub was. This kept your adjacent resource improvements from linking to getting absorbed into the city. However, in general, wild improvements do not need to be linked to a city in order to produce their resource; being linked to a city means they get the production bonuses of that city, and they show up in

4 Replies 4,228 Views

Hi, could you post a save with the logistics tech missing, so that we can load it up and see if anything funny happened to that tech? Thanks.

10 Replies 5,094 Views

Do you have the save game for this? It'd be helpful to see if there is a particular improvement causing your issues. Notably, I can see how a bug in linked improvements linking and unlinking themselves would cause this issue, a bug that has been fixed internally, but in case you have found a different issue a save would be helpful in investigating it. Thanks.

5 Replies 2,976 Views

Actually yeah, a save game would be helpful; especially helpful if you happen to have one from before the boat got stuck on the land. Also, do you happen to remember which of the water tiles around your town you clicked to unstation the boat, or the general direction you were trying to send it? Thanks.

4 Replies 1,079 Views

Ok, thanks for looking into it again for me. I apologize for asking for a crash dump, since only just now I see that you mentioned you got no crash dump in the title of your post :). Knowing it is not necessarily reproducible from a save game is helpful, though, if only because we know it isn't necessarily fixed just because the save game doesn't crash. As for the messages about the missing animation subpacks, I did notice those, but was getting the same errors without a c

5 Replies 3,495 Views

Hi, Thanks for the nice report. However, when I loaded your game up and moved the caravan onto the city in your picture, I wasn't able to reproduce the crash. When you load up that save game yourself and do the same thing, does it crash for you again? If so, could you send the .dmp file (if created) from your Program Data/Stardock/Elemental folder? Thanks.

5 Replies 3,495 Views

It is intended that the summon unit spells that are in the game now can only have one of each cast per caster. You could cast as many as you wanted in the previous beta because it wasn't hooked up yet, but these spells are now set explicitly to not stack. The imps, bears, etc. having the same stats is also just placeholder stuff like Gorstagg guessed... most of the units that can be summoned with spells in the beta build you guys have will be either trolls or golems, despite wha

6 Replies 1,354 Views

To the stone skin spell and other enchantments going away after some number of turns, I don't think this is a bug, but instead because those spells have a finite duration, since I do remember several of the spells in the last beta had durations set instead of requiring them to be canceled. When a spell has some duration, that duration should show up in the spellbook. I also thought it would show up in the info card for the spell, but I just checked and it actually doesn't, so....

6 Replies 878 Views

Thanks for catching these issues. With regards to the experience books, these were indeed increasing the amount of experience other champions would get for killing you, instead of giving you some experience points. This isn't what they were intended to do, since that's hardly helpful to the unit using the book, so it'll be changed to actually give that unit experience points instead. As for the movement stat being reset, that seems to be because of a new floor of 2 on the

9 Replies 2,621 Views

I found some instances where buildings that were completed would still be considered under construction because it was comparing the labor done on the building to the current labor needed to complete a building of that type to determine if it was "completed," instead of just checking if it had finished construction. Because cities can increase/decrease the amount of time needed to complete a building through other buildings and abilities and stuff like that, this would cause some buildi

5 Replies 1,173 Views

The debug.err mentions unhiding the unit details wnd on the last line before the crash, do you remember if you had clicked the center medallion to unhide that window, and if the unit details successfully came up before the crash?

2 Replies 3,089 Views

Just a couple of questions to help figure out where the problem is. First, do you remember if you were playing as a completely new faction, or were you just customizing one of the core factions? If one of the core factions, do you remember which one? Also, if you played while that version was out, did you run into the same issue with .251? I ask this because the way your spouses are created changed since that update, so I'm wondering if the change might be the culprit.

3 Replies 453 Views

I tried randomly clicking around quickly on that screen, and I did in fact get a crash when I accidentally tried dragging one of the category entries splitting the item lists up. I've fixed this crash for the next update (unfortunately, not in time for the one that just went up), but I was wondering if you can verify that you need to drag one of those entries to get the crash that you've been seeing, or if you still get that crash when you steer clear of those. Thanks.

2 Replies 1,111 Views

[quote who="Madmelodie" reply="1" id="2550321"]It's not just you. I have this same exact bug. I theorize, though I don't know for sure, that it's crashing because you're about to have a kid. I've gotten married every time, and it's always a little while after the marriage. [/quote] Actually, after getting married, it will take at least 40 turns before you give birth to your first child, more if you are particularly unlucky that game. It is also set so that you will not get

16 Replies 13,028 Views