See the game options. There are two or three choices for how you want surrendering to work, including one that turns off surrendering entirely. What you saw was the default setting, but a lot of us change it before starting a new game.
Publius of NV
[video]https://www.youtube.com/watch?v=GEMuAnFH_lM[/video]
(270 + 41 + 622) x .25 = 233.25 As to why the Treaty Revenue is subject to the tax rate, I don't know.
If I remove population through colonizers, constructors, or transports, does the rate go back to the current population of the planet, or do the citizens offworld still count against the growth rate? For example, if I have 7 citizens and I send one away, does the turns to grow stay at 19.55, or drop back to 15.19? Thanks.
[quote who="gypsy2299" reply="2" id="3830895"] If so, couldn't he try it there and if it doesn't work not upgrade the regular branch till finished with current game? [/quote] Yeah, that would probably work. As long as he realized that he shouldn't expect to see any new features and maybe not even any bug features while trying out the test branch.
I have to agree with Don above, Christmas Time by mormegil is my all time favorite Christmas WindowBlind.
It's as if you knew I just purchased a new laptop. [e digicons]:D[/e] [e digicons]:D[/e] [e digicons]:D[/e]
I am delighted to hear that the game might get further updates, I've just started a new game as a custom undead race to see how that goes.
Yes, in the GC4 alpha so far when food goes negative your citizens morale might suffer. If I remember correctly I've seen comments like "We're starving" when looking at individual citizen's morale. If the morale gets low enough, the citizens can revolt. When a citizen is in revolt it can't be moved to a colony or constructor. So it is possible that you might not be able to colonize or build star bases. Of course since this is still the alpha all this might chan
I've now run into a bug twice that, now that it has happened to me, I recall existed in FE:LH before the 3.0 update and did not get fixed. In tactical combat the game occasionally, but rarely, gets stuck and the only way to progress is to click on the auto-resolve button. The first time I saw it on 3.0 was in a battle on the small map with only 3 tiles across in the middle of some Fallen type territory with basalt columns on either side. The two sides had blocked up all the available
[quote who="avb81" reply="64" id="3817842"] I would not state that the file on the disk is corrupt or there's a hard disk error, but that's possible. [/quote] I've verified my files multiple times, so if it's a corrupted file problem it's corrupted on the server as well.
Does anyone else find the "Offer Tribute" and "Demand Tribute" treaties confusing? Pariden says they want to offer me tribute by paying me 28 gold in return for 10% of my income? 10% of my income is a heck of a lot more than 28 gold, so who's paying tribute to who?
[quote who="Avatar137" reply="57" id="3817548"] Publius, that's a D&D (Dungeons and Dragons) referrence, not an error. [/quote] Ah, got it, thanks.
The quest to defeat Delin, the Pyre of Man fails to complete in the same way as the one to defeat Vetrar does. Delin wanders outside of his burning lands, you kill him outside those lands, and the quest can never complete. In addition there's a lootable site inside teh burning lands labeled Remnants of the Inferno that can never be looted.
Verified files, started a new game, got another crash. I wonder if it's a memory leak or something like that, as it only seems to happen after I've been playing a while.
[quote who="Tuberski" reply="52" id="3817428"] You may want to try verifying the integrity of the game files. If its on Steam, right click, Properties/Local Files. It helps, sometimes. [/quote] Thanks, but I've done that multiple times.
Found another problem with 3.0:
The Curgen's Tomb wasteland quest is not completing either. I've killed all of the monsters in it, which is exactly what the quest tells me to do, but the quest is still active and the wasteland cannot be built on. This quest worked correctly in the game that I had started before installing 3.0, but not on this game that I started on 3.0, so 3.0 may have broken it. The saved game that I've encountered all of these bugs on <a href="https://www.dropbox.com/s/mzarok1do7ffxcw/Shiray
[quote who="WIllythemailboy" reply="47" id="3817324"] A bypass to try here: assign your interrupt spell to a hotkey and select the spell using the number key rather than clicking on it. That usually clears the issue for me (and I see it frequently). [/quote] Thanks, I'll have to remember to give that a try.
[quote who="Martok" reply="45" id="3817252"] Yes, 3.0 has officially dropped. [/quote] Thanks. although I was hoping someone would look into the crashes I'm seeing.
Is 3.0 officially released? Has anyone looked at my bug reports?
The magic tech that you can research for Henchmen lists available henchmen types as Bard, Shieldman, Torch Bearer, and Candle Bearer. In my current game, playing as Shirayn, I can train the first 3 types but not the Candle Bearer.
Again, on the 3.0 beta, Vetrar wandered out of his wasteland and I defeated him inside my territory. The quest to defeat him did not complete, and I am now not able to build anything inside his wasteland.
Twice now I've had battles against haunter's armies, where on turn one the haunter has prepared to cast a spell, and then none of my units can cast spells against him because they get a "Cannot hit friendly targets with this ability" message.