It took reloading the game and walking back across the square in front of the gate again.
mindlar
I've defeated both of the lieutenants of the Sorcerer King. The quest says that I need to take my best army to defeat the sorcerer king. The only problem is that the gate is still impasable. I have both keys and have defeated all the Sorcerer King's troops.
At the $20 price point, I'm interested. Maybe up to $25, but higher than that I'd be out.
[quote who="moleman99" reply="3" id="3321659"] Sorry didn't mean to pile on. In my business people who move from job to job so fast usually are asked to move on, but then I am in a very different business. I guess it happens in software. I am glad it was amicable. In the end I'd rather see Stardock as a whole stay strong rather than any one person. I love TBS so I will watch his new project and certainly hope he is successful. I like Civ5, he
[quote who="Frogboy" reply="21" id="3231114"] The biggest UI bugaboo I have with FE right now is how hard it is to get rid of city enchantments and unit enchantments. [/quote] There is a way to get rid of city enchantments? I just assumed they were intended to be permanent because I couldn't find any way to get rid of them.
Steps to reproduce: 1. Create a new henchmen design. 2. Save the henchman 3. See that the new design is not visible from the list of units.
I'm in favor of making the change to a single tile city as well. One of my occasional frustrations is capturing enemy cities and finding a sacrificial altar, which I don't want for a city that won't be producing military. Often as not the altar is placed in a location that is A) hard to find and B) located in a place where I can't actually destroy the building without breaking up the city.
[quote who="kryo" reply="17" id="2550975"]Fogbugz accounts have to be created by the tracker admins--you can't sign up for one yourself. Unfortunately we've had to close it off from the public due to it getting spammed heavily. Updated the sticky with a note about Dropbox, which a number of people around the office use and recommend. It's free but requires an account. Please don't use Rapidshare, Mediafire, etc., as the timers, bad captchas, and download limits would add a lot of u
Is there any chance to have a future version of Impulse start up if it can't write to the temporary (download) directory? I had the temp directory set to an external hard drive on my laptop so that I could download and install a game (hard drive was too small to download both the installer and install the game). Unfortunately I closed impulse with it in this state and now I can't start Impulse unless I both plug in the external hard drive and change the drive to mat
I expect that it will work similarly to Sacrifice. In that game the wizard could create creeps up to a certain maximum "point" value. Creeps could be organized into squads, and directed to various places on the map. By default creeps would follow the summoning mage around. Creeps could also be anchored to a location, which made them more durable but unable to move outside of their leash. The wizard had some spell powers that typical
I keep hoping that one of these days I'll see Dominions 3 as the new addition to TGN.
I had this same problem on my Vista machine. If you are also running Vista, restart SDC running the application as an administrator. This can be done by right clicking on SDC and choosing the option "Run as Administrator". I think that SDC used to run as an administrator by default and as far as I can tell it changed in the last version that was released.
[quote] Finally got it to update. Go to the Stardock Icon and click run as an Administrator and it will update. [/quote] That did it for me as well. Didn't notice that when I started SDC I didn't get the standard "This needs to run
Couple of minor issues: 1. Minor races seem to be able to be able to research arcean unique techs. May be others as well, but I seem to always be able to get weather control from a minor then trade that tech to the arceans. 2. Creativity in its current form is a bit on the overpowered side. On some of the techs with a shorter time to research it isn't that big of a deal, but for long research time techs it makes a huge difference. I have often seen a tech with 60-80 turns re
This has been reported as fixed. [link="https://forums.galciv2.com/?forumid=421&aid=168348"]WWW Link[/link]
Mac3411- That unnamed tech has been fixed as mentioned by CodeCritter in a different thread.
The Arcean Navigation Center does not auto-upgrade to the Advanced Navigation Center. This must be done manually. Closely related is why would you ever build the Advanced Navigation Center? Both the Navigation Center and the Advanced give 1 bonus move, but the advanced costs 2 maintenance. Now that I look closer, its a newbie trap. Both are limited to one per planet, so building both gives +2 move total. It would certainly be more user friendly to the first time user if you
A couple of additional tech tree issues: 1. Ion Beams don't give anything. The Ion Beams 2 and 3 techs are essentially useless. Also Disrupters only require the first Ion Beam technology. 2. It seems odd that the Korath start with Specialized Research but do not continue with Diabolical Research, etc. that the Drengin use. A small gripe: While I understand losing tile improvements that you don't have the techs for, it is a little bit irritating to conquer a plane
That's what I thought. Just wanted to make sure that you saw it there also.
This also happens with hulls. I was just starting to write a bug that tiny hulls were not available until I scrolled down on the hull list and saw them listed after all the cargo hulls. It was very disconcerting to think of fighting wars with cargo hulls mounted with weaponry.
I'm seeing this also. Have sent a screenshot and a save game that was started fresh 20 minutes ago.
With beta .85[b].002 I can no longer place spies. After clicking on the Spy button for a planet, usually the Place Agent button will be enabled when clicking on an eligible improvement.
I've only ever used a single version of the beta (0.83[b].000). The save that I sent you was from a fresh install of TA yesterday (11/7). I'll see if it is resolved with the beta that will hopefully be coming out later today.
The mining starbases are a bug as far as I can tell. The short story is that since they don't have Xeno Engineering in their tech tree they can't build the second mining improvement. [link="https://forums.galciv2.com/?forumid=421&aid=167091#1356172"]arcean's can't build mining improvements[/link] Supposedly this is fixed in the internal builds.
So I think I found the source of the problem. The Arcean tech tree does not have an entry for Xeno Engineering in their tech tree. This makes it impossible for them to build a MiningCenter, which in turn is needed for everything beyond the MiningBarracks.