Missing unique dwarf Stonewarden model.Missing/TXT_KEY error for Mechanos Grenadier unit strategy.The second button displays a bunch of :TXT_KEY errors. Mechanos Techpriest, and perhaps other units as well, have two buttons for the inquisition ability.The WhiteHand religion uses the Order religion founding video.Noticeable when hovering over a city and seeing the building list, which is now just icons. Missing icon art for Mechanos Palace, big pink square issue here.Art missing for civ leaders Cuai-IXL and Veraato.It's always "recommended" even in new cities without even walls. Siege Workshop given too high an AI value.Healer great people don't have names or flavor messages.A cool visual for the Khazad, but not so much for anyone else. Cities build on a flat tile that has been changed into a hill tile using the Earth's Bosom spell will appear inside the hill.I think it has to do with if the workers are in the peak before it's turned into a hill. Improvements built on tiles that were once mountain peaks that have been lowered with the Earth's Bosom spell will occasionally float in the air as though they had been built on a peak.Art Icon for resource Bison using the Cow art icon.Missing TXT_KEY_UNIT_MURIS_CLAN_WOLF_ARCHER.However the AI definatly will not leave barbarians on dungeons to defend them anymore like they will with tribal villages. Dungeons do not appear to be spawning anything, not sure if that's intentional. Ideally the priority would be: Workable resource improvements > workable improvements > non-workable resource improvements > roads all the things. With the starting city nearby, workers chose to build roads within the territory, not even workable plots first, then they attempted to improve resources that would give the city happiness/health, and then lastly did they begin to build non-resource improvements that the city could work. I did some test by starting a new game and giving myself some workers then setting them to auto improve. The exception to this seems to be human bandits, demonic skeletons and some centaur villages. They will however move back and forth over their camps each turn aimlessly. Barbarians that spawn associated with goblin forts, lizzardmen ruins and a few others, that are not leashed, seem to also have problems moving towards or picking nearby cities to target.Orcs from the "Savage" clan do not seem to have this problem. They will attack anything that moves beside them, but rarely will they move deliberately at cities. Barbarians, Scorpion Clan Goblins especially, seem to have some problems.
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