I tried creating a Kingdom faction with the Master Archer trait and found a small bug: Advanced Ranged Weapons is still listed as a technology that can be researched. Just remove that and it'll be fine.
Still occurs in 1.07.
I found out what's wrong in the XML files. In the AbilityBonuses.xml file, under Master Archers, it needs "Advanced_Archery_Amarian" added on the next line after "Ranged_Weapons_Amarian".
Still occurs in 1.09b
Man. You are dedicated to this bug. if I can figure out how to give karma, I'm going to give you some.
teslacrashed, if you hover your mouse over the reply or name, you will then see a button on the bottom bar that looks like a thumbs up, click on it and follow the prompts.
hope this helps
harpo
Haha, yeah, I found it, that sole +1 Karma he has now is from me .
Thanks though, always good to have a helpful community.
lol thanks
In 1.09n, the problem from the original post remains, but a new problem has arisen. Kingdom factions start with access to the Cedar Shortbow and the Cedar Longbow, but they don't have access to the Archery Range or the new Crude Bow.
Having Bows at the start is a little overpowered, anyway. It may be that the Master Archer ability will be removed at some stage, but that is just a guess. Or they may make it so that the Sovereign and Heroes can get Bows early but have to wait for later techs for regular troops to get Bows. That would provide an advantage but not be so overpowered.
Best regards,Steven.
I picked archery with my game - true i couldent equip troops due to city size being to small but i could equip my soverign and then walk out _ fun thing was that 3 of 4 other enemy soveriegns was right up against my town so i killed all of them and took their cities so i had 4 capital buildings with in very short rounds of the game all thanx to a bow.
Good point. Bows are a *little* overpowered, especially if you get them early.
"A little" is a slight understatement, since bows one-shot most early units
3 heroes with bows = win
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