For at least two items, the amethyst collar (for twisted) and the beast collar, that let you take control of an enemy unit in combat, i've experience a bug. When I click on the item in combat, it tells me that I am out of range. It is then consumed and disapoears from my inventory.
wertu_234
I've experienced this bug and it really needs to be fixed. I don't really want to play the game until I know that this won't happen
Looking at CoreMaps.xml it seems like the # of Wildlands is just set by map size. Can anyone confirm or deny this?
The lizard men juggernauts automatically have the maul trait and have the option to add it a second time.
The description for the escape scroll says it's supposed to return me to me capital from combat but all it does is exit from combat
I've had the capturing and zone of control working properly in my last game but the city is level 35 and shoots up the faction score of whoever captures it.
Playing as lizard men, I can design a new unit around slave militia. It won't cost any wages but there's no slave penalty trait and it has the lizardmen bonuses which are pretty decent.
A couple questions: 1. The description for shrines say that they improve spells over altars, yet the tooltip only shows mana gen going from 1 to 2. Is this WAD? 2. The description for the heroes tech says it allows you to go on higher level quests, yet I always start off being able to go on epic level quests. Is this WAD?
I noticed this too. Playing on the wildlands map one of the other faction shot up in the rankings and I investigated and saw that they were holding this city.
I noticed the champion Valim starts off with 100% encumbrance. Also he appeared twice beside my starting location
What is the emblazoned tower for the quendin supposed to do? (the tootip is blank) Also, there are units files somewhere in this thread that I can download and use?
It would be nice to have items that are created by combining other items. (Yes, like Dota) That way you can slowly build up to a really great item
I don't know if this has been said yet, but I really want to see the rage quit tracking implemented Also Pantheon/skirmish games are still taking far too long to get started Finally, connection still needs to be improved. Last night I was playing a game and it just froze for a good couple of minutes for everyone
I'm currently at university until the end of April. I haven't been able to play a single online game and I was wondering if it might be because of the university network. I have never been able to connect to a skirmish or pantheon game. I might connect to some people, but then it will boot me saying that "You have been disconnected from the NAT facilitator". I have been able to get into the lobby of a couple custom games, but then my ping is aoun 2900 ms, which is unpl
How do you join an empire? I'm interested in joining
I'm living up the life in Ottawa. Go Sens go! :CONGRAT:
last night i tried to download 1.3 and it said it was succesfuly installed but when i tried to play it was just 1.2. this morning i uninstalled and reinstalled galciv i tried to download 1.3 but what i got was some error involving freighters
the random events should really be tweaked so that being good doesn'y aoutmatically get u a penalty and being bad might get you a penalty. Example: The plague that breaks out where you can harvest the stuff, if you let you're people die your approval rating should go down and if you save your people your approval rating should go up
i'd like to see at least a hotseat function myself. it wouldn't be that hard an that way you can play again with your friend or whoever
In my large galaxy game i'm having some trouble finishing the game. My military might could crufh all the other civilizations but the only problem is that i have trouble coordinating my huge forces (:( any suggestions ? also i was wondering wat to do if 2 out of 3 major civilizations were allied with me and the other was only friendly? :notsure:
wat i really meant from my post is that ships should have preset tactics like, for example: speedy darting around that adds a lot to defense but makes it harder for it to the other ship. Also if a fleet attacks they should have flanking bonuses and the like
there should be different styles of fighting for starships, maybe withe differnt penalities and bonus, with manuevers only experienced ships can do
i noticted that despite not being able to build a trade good after Ai has it other races just build it? :notsure: also what do trade goods have to do with trade? :notsure: thx in advance :)