[quote who="Nathan E" reply="10" id="3547060"] How about, shipyards can automatically repair using your production. You send a damaged ship to a yard. It jumps the build queue and starts using your production for repairs. When repaired, automatically ejects like any other new ship. Repair cost would be the same as the build cost for a new ship of that exact model. Less the non-damaged health. Keep the current slow, planet, starbase, crew repairing. Those are product
jel1
There is a discrepancy with the effect description for the Missionary Center ( and the other 2 equivalent structures) In the Ideology screen it still says that each Center provides 10 points, whereas on the planet build screen it says 0.1 point per turn. The same with the Pragmatic and Malevolent buildings. When tech trading, it would be handy to see if the tech your trading to/from is a specialization tech, and if you already have any of the other techs
Are there plans for an ingame help system ie the good info in the the walkthrough as topics etc? Alternatively, a Game Manual as a PDF?
A minor tool tip missed: In the tech tree, Zero Gravity Construction -> the tool tip for Medium say "Full description goes here"
Yep, having this problem as well
Are you sure you deleted them? i don't have them in my design screen either and I'm certain I didn't delete them
While trespassing on my neighbors lands, he politely asks me to leave and my stack appears next to the dragon in the pit of doom. My Sov and his buddies were able to trigger the final fight (and win) but it bypassed all the other parts of the quest Ie unlocking the gates
Checked the Hiergamenon while playing the scenario, and it looks like there are multiple entries for the same thing, once for the scenario and again for the sandbox mode. Eg. under technology there are 2 entries for Advanced Archery, one unlocks nothing, the other unlocks the Yew Bow and has longbows as a prerequisite. The Hiergamenon looks fine when playing in sandbox mode.
[quote who="Xuio" reply="5" id="3257254"]I had the same problem, but fortunately installer continue after this "crash" and FE is working ok.[/quote]+1
[quote who="Tuidjy" reply="33" id="3250748"] Quoting jel1, reply 31Instead of just gildar, what about gildar + influence. (same as negotiating with other sovs) So by adding influence, you can reduce the cost in gildar. Also, have champs who have chosen path of the governor, only gain experience when they are stationed in a city. What is the point of having my uber administrator out in the fields tacked onto an army just to get experience. This
Instead of just gildar, what about gildar + influence. (same as negotiating with other sovs) So by adding influence, you can reduce the cost in gildar. Also, have champs who have chosen path of the governor, only gain experience when they are stationed in a city. What is the point of having my uber administrator out in the fields tacked onto an army just to get experience.
I thought the 3 options were Henchman, Male normal unit, Female normal unit. The henchman is always male. If they added a female henchman, would she be a Wenchman? or a Henchwoman?
Just fired up the EoM faction editor, and it's basically the same as the FE one, even down to the missing info regarding races!
Ah, so the current faction creation is only temporary, and ultimately faction creation is part of the workshop?
Been playing the betas lately and really enjoying how the game is shaping up. With the path of the Mage, could you have it so that only Mages have access to the level 4 or 5 spells, while the other paths lead to a cap at say level 3 or 4? This has probably been mentioned before, but with so much discussion happening, it's easy to miss things. Also, is the Create Faction screen going to get some love? Some tool-tips on wha