GFireflyE

GFireflyE

Joined Member # 4452479
2 Posts 354 Replies 1,369 Reputation

I figured I'd start diagnosing by trying the following: Installed ver 1.32 full version from clean system. -- Font problem persists Installed ver 1.32 update overtop of 1.32 full version. -- Font problem persists (it was a long shot, but I figured maybe the update didn't have the problem.) On a side note, are the fonts suppose to be found within the windows/fonts directory after install?

20 Replies 11,147 Views

[quote who="Derek Paxton" reply="6" id="3327307"]k, im going to try to repro it here. [/quote] If you are unsuccessful in the repro, could I obtain links to the full ver 1.3 and ver 1.31, and upgrade to 1.31 ?? (as currently I only have the 1.32 full and upgrade files on my machine) I'll download them all, and systematically install versions and upgrades to see which ones produce the proper fonts on my system and which ones don't, hopefully helping you diagno

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[quote who="OliverFA_306" reply="5" id="3327457"]Unless I am mistaken, some of the stamps included in the DLC are Wildlands (the ones used in the "Wildlands" map). Those alone are worth the $5. Having said that, I think that a new map pack loaded with many new stamps would be cool and add a lot to the game. BUT it should be advertised as something that improves random maps, and not just as a bunch of maps. [/quote] Agreed. As far as I knew, no stamps were included in t

10 Replies 6,915 Views

[quote who="n0fo" reply="18" id="3327422"] IMO it should take 1 turn to raze per level of the city, makes sense to very quickly burn down newly formed cities while taking much longer for established ones. [/quote] This is an interesting idea. Another idea: When you choose to Raze, the raze happens dynamically to the equation 2xlvl = raze time limit where each turn that goes by reduces the population by current - cur

30 Replies 81,297 Views

[quote who="Lord Xia" reply="1" id="3327301"]I thought the map pack did that, added stamps for the random generator. Am I wrong? [/quote] If it does, I am unawares. I recall a thread that mentioned map pack coming, but stamps were not advertised and so I paid the DLC no mind. If the Map Pack does indeed include stamps for random maps, I'll be revisiting that purchase decision. ;)

10 Replies 6,915 Views

Good Morning So, the Map Pack DLC was released giving several rigid enviroments to explore and play in. I took a pass on this one because I rarely play on predesigned maps. In fact, out of all the 4x gaming I have ever done, I can probably counts the number of times I've played a predesigned map on a single hand. To that end, I wondering and eagerly awaiting if any thought or plans were given to design and implementation of a Stamps/Battleground DLC? <

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[quote who="Jon Shafer" reply="11" id="3327028"]Yep, it's not something you want to wedge in after the fact. It was something we planned for from the very start with AtG, but it's not right for every game. - Jon [/quote] Maybe the second FE expansion ? ;)

19 Replies 31,441 Views

[quote who="Derek Paxton" reply="4" id="3327257"]everything looks good (thanks for providing all the great info). What OS is this? Is it 32 or 64 bit? [/quote] Thanks for the reply. 32-bit, Win-XP Professional

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I kinda thought that you'd start your turn and if you spend 3 minutes at that turn, you'll get to see the entire transition. Ending your turn prior to the 3 minutes would just stop the transistion where ever it was at and start the next season. This way, if you start a battle or something, you can see the transition occuring as the battle progresses. Purely aesthetical, but would be REALLY COOL. While I agree graphical transitions would be harder o

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Agreed, while Tireless March only being cast once is a FANTASTIC change, the fact that you can't cancel and recast is a downer. Also, I've found that when I cast, I can't choose the unit to cast onto. It's always my sovereign. (procipanee). Suppose to be this way?

26 Replies 25,183 Views

[quote who="Star Adder" reply="35" id="3326643"] Guess my next game will be on a higher difficulty level than challenging (which I'm playing now because I hate it when the AI can only compete through bonuses and cheating). [/quote] I feel the same. AI shouldn't receive bonuses and cheating in order to be competitve. It's why I've been doing all my play testing on challenging.

36 Replies 59,780 Views

[quote who="OliverFA_306" reply="1" id="3326650"] Each turn represents 3 months, a period of time too big for modelling any weather effect. Don't you think? [/quote] I've thought about some kind of system overlay to impletment weather patterns as well. Since each turn is a 3mo season, it would "just" be a matter of 4 weather patterns displayed overtop of the normal display. Each season could have a series of random events with a smaller %chance at a na

19 Replies 31,441 Views

[quote who="Athyton" reply="7" id="3326408"]The dragon was in a wandering mob. The xp system seems to impose severe penalties when in stacks of 3 or more heroes. I assume this is deliberate to prevent the 'stack of doom' type of gameplay. There must be a better way of doing this. In the highest difficulty settings they are now completely useless as you do not have enough time to level them up to a point where they can succesful

18 Replies 12,980 Views

In an effort to somehow diagnos this, here are the files in my Fonts dir: BankGthd.ttf Bo Chen Font.ttf Register.ini segoeui.ttf seguib.ttf TEMPSITC.TTF TrajanPro-Bold.ttf Register.ini reads as follows: [Settings] Count = 4 [Font0] FaceName = BankGothic Md BT FileName = BankGthd.ttf [Font1] FaceName = Trajan Pro FileName = TrajanPro-Bold.otf [Font2] FaceName = Tempus Sans ITC<br /

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Update: Figured I would do a complete FE wipe on my computer and reinstall without mods in case something else was causing this perculiar glitch. (even wiped the registry) Problem persists. Has no one else experienced this in ver 1.32? Text was fine in 1.3, and I didn't play 1.31 so I can't speak to whether or not the error was there.

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Update: Loaded the game this evening and found that the outpost in question was properly showing ZofC again. This would lead me to suspect that the problem occurs only when the outpost is constructed, until a load occurs.

1 Replies 1,757 Views