SOLOSOL

SOLOSOL

Joined Member # 4574513
0 Posts 5 Replies 689 Reputation

[quote who="Cavil" reply="7" id="3282497"]I made another try of that game a couple hours ago and the thing is that the wonders somehow reappeared. Dont know if its a bug for sure but something is wrong [/quote] It is possible a monster or an AI destroyed the city where it was been building, so now you have acces to it. I recall this issue has happened before.

8 Replies 12,971 Views

[quote who="feelotraveller" reply="26" id="3282426"]My guess is LEGENDARY HEROES although I hope I'm wrong.[/quote] Well it, sounds better than what google says, Luteinizing Hormone (!!)

29 Replies 37,633 Views

Well, for now, most people agree in current mechanics, as it seems in the poll I did ( https://forums.stardock.com/437070 ). You still can vote ;) EDIT: sorry, wrong place, it seems firefox joked me

8 Replies 3,876 Views

Sorry I have not tried that spell. So you mean that it only debuffs the units that are inside, but units outside can ignore it when passing through?

5 Replies 2,366 Views

The charge trait allows +3att +3 movement on first turn. Does that unit have it? If so, it seems it is not affected by the spell.

5 Replies 2,366 Views

[quote who="Alstein" reply="30" id="3282031"]That said, given how queues deny the AI the chance to build wonders, this might not be a bad thing. [/quote] I didn't like that very much, but now I changed my point of view: it is like to accept that the wonder is for the first in researching the tree. Give th AI the chance, and it will do it too, so for me it is ok now. Does the policy of my empire determine to delay its construction in favour of other buildings? W

34 Replies 24,417 Views

If I can recall, the first purpose of the AG building was to reduce champ recruiting cost. In that time, heroes were not so expensive, so it was of little use. For that reason, Devs introduced the XP gain, as a way to give some balance to that building. Later, recruiting costs were increased, so the building now might have some purpose. The XP bonus has remained. Normal, it is so low, that better leave it, than change code ;) Part of the issue comes too from Path of the Govern

34 Replies 24,417 Views

Some players think that diplomacy still needs some work. There are some issues, like AI not respecting non-agression treaties, or razing cities in one turn. Anyway, I think that currently, AI can't try Spell of Making or Master Quest to win, so they are oriented towards conquest or alliances. Two tips: - The AI seems not to attack untill they have expanded enough - AI seems to rely on Faction Power to determine if it is moment to attack, once it has expand

13 Replies 14,976 Views

[quote who="Emperor_Nero" reply="3" id="3281789"]Line of Sight in tactical combat would be like not being able to shoot through those marble columns. [/quote] I don't find that Line of sight should not allow a shot. I'd rather to have an accuracy penalty (-20 or something like that) as it is more difficult to shoot through obstacles. The penalty should stack for each obstacle (trees, other units, more columns or whatever) between the target. If the archer fails, might

29 Replies 37,633 Views

I don't understand what do you mean with Line of Sight...that is for the strategic map, but for the tactical? For Tactical combat, I would pay for the type of tiles giving bonus/penalties (forest, hills, swamps,...). And for Ships: fishboats, warboats, and why not, magic boats. Naval techs. And for a new game mode with The MasterQuest. The Wildlands expand over time, spamming monsters, so you have to ally with the AI to stop it before you can solve the master

29 Replies 37,633 Views

[quote who="coyote303" reply="10" id="3281192"]I like that snaking is an option, so if someone else wants to snake, it certainly doesn't affect my game.[/quote] That is true, it is an option for the player using it ot not. It's a good point. [quote who="sweatyboatman" reply="14" id="3281315"]Roads, as implemented, do not interfere with the game. They're ugly, klugey and completely shatter immersion, but from a utilitarian perspective: they work. [/quote] I

38 Replies 41,206 Views

With 1.02, a good amount of bugs have been fixed. Forums seems a bit quiet lastly about big issues. I think these two topics seem to have some impact in many players (included myself). Insta-roads magically appear between own cities when the Trade Tech is researched. They appear too between capitals when a Trade Treaty is made with an AI, and between Outposts and Arcane Monoliths with a later Civ Tech. Players can only build roads with pioneers of a specific faction, and with a hero w

38 Replies 41,206 Views

Yeah, it's still happening. There is something wrong with it, but as said above, if it worked fine, could be a hard moment. 3 free turns for a dragon? I like giving suggestions, so here I got some for the spell, when not resisting it: - Lose 1 turn, and next 2 turns with an accuracy penalty - Lose 1 turn, and next (2) turns roll dices again but with a increased spell resistance (+10/turn?), or with decreased % of succes. Like the maul mechanics. - You lose

2 Replies 2,304 Views

[quote who="Kamamura_CZ" reply="3" id="3281026"]Did you try searching for the file? Do you have it? If so, what version and where in the filesystem?[/quote] I know nothing of programming. But when a .dll is missing, sometimes it works to download it from internet (there are pages with thousands of .dll), and putting it in \system or \system64. You may try that. That file, I think I found missing in other game, long ago, but can't rememeber anymore about. Maybe reinstalling

7 Replies 6,729 Views

[quote who="Tuidjy" reply="5" id="3280997"]There are tiles which look like plains, but which act like rivers. [/quote] I've seen these kind of tiles in my last game too. They seem plains, but is shows "riverside - end of movement" (wich is true). And there is no river -near or far-!! I built a city in an adyacent forest, and then the ZoC turned some of them into plains, but not all - so strange and annoying tiles.

70 Replies 290,561 Views