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Really?

Ok, some fact checking. Here is a thread on this very forum in May talking about the Sentry command.
http://forum.paradoxplaza.com/forum/showthread.php?606021-No-fortify-command. Here is another from August. http://forum.paradoxplaza.com/forum/showthread.php?627579-So-I-just-figured-out-there-IS-sentry-mode.

And here is a thread from some random website talking about the sentry mode... again in May. http://www.rage3d.com/board/showthread.php?t=33989428&page=2. All found with a simple Google search.

I don't feel completely wrong at all, to be honest.
 
This man is right! I had it and used it since release... ;)

+1 - it was just needlessly hidden from general view...
and it could and cannot be used if you have moved the unit in the same turn - which also is a bit strange
 
I'm liking the AI changes. Its healing its units..its being aggressive..took one of my cities even! Monster AI seems to of been dumbed down..lots of either standing in place being shot at or walking around targets for no apparent reason. Really really really need others monsters than ogres, spiders and elementals..I'm taknig a break becasue the game crashed druing the spinning sword ani of lesser weakness cast on an ogre

edit: crashed again..this time founding a city on snowy forest
edit x2 and another in the middle of the ai's turn
edit x3 crashing every 3-4 turns..... . . . . . . .

k ..not playable when the game is crash every other turn..please fix..also remove ai's ability to attack with transport ships..in the game I was playing the AI put its hero outside my city, in boat form and attacked with its little pea shooter..so dumb.
 
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Might be a corrupted game file, or some system issues.
I'm currently playing a SP game on largest map, 4 worlds and 4 opponents. And I've not seen a crash yet, lag... but no crash :)

Fix the lag pls :)
 
edit: crashed again..this time founding a city on snowy forest
edit x2 and another in the middle of the ai's turn
edit x3 crashing every 3-4 turns..... . . . . . . .

k ..not playable when the game is crash every other turn..please fix..

I am having the same crashing issues. I wasn't having them at all at launch but with each subsequent patch they have been occurring more frequently. Currently the game is unplayable for me as well, with crashes coming one a turn.

Typical situations when crashes occur:
1) Placing a structure (i.e. building something)
2) Turn changes. When turns switch between AI GMs

There have been other situations that cause crashes, but the two listed above account for 95% of them.

If someone has any suggestions that would awesome! I just want to play the new DLC :sad:
 
Yea, the hanging always occurs for me when placing buildings and during turn changes.

Just out of curiosity Darkwing, what are the specs of the computer you play on? Mine is playable, but on the low end. I'm wondering if the new patches and DLC pushed the system requirements over the limit for me. Don't know why that would happen...
 
Yea, the hanging always occurs for me when placing buildings and during turn changes.

Just out of curiosity Darkwing, what are the specs of the computer you play on? Mine is playable, but on the low end. I'm wondering if the new patches and DLC pushed the system requirements over the limit for me. Don't know why that would happen...

2x2.6 4mb cache cpu (intel)
gtx560
4gb ram

Im playing mostly on medium if i remember correctly.
 
Important to note, the terraform spells do not trivialize the initial terrain. That is a big misconception. As the game progresses the casting time for these becomes a big factor. You could be throwing out +50% flaming weapons, Vampiric weapons, levitation spells, AoE lightning doom, city pumpers, empire wide blessings... but instead you are modifying a few terrain squares. I think they ultimately balance nicely. Early game they help you get out of tricky situations, and late game they are a valid tactical decision.

I played to turn 80ish in a game, here's my thoughts:

Okay, I cleaned out a pocket dimension starting around turn 44 and ending turn 64. These are clearly much easier now since they are basically empty of enemies. I did encounter two 'supreme' enemies. One a cave bear with 250 health, one a Dark Mage with some nasty spells. Neither gave me much trouble due to lack of sight range and my Archer's of Helia. Against someone less prepared, they would have been a problem.

To my surprise, right near the end of my game, I think it was turn 84, I got the questo to defeat the Avatar of GarrumGar. I did have 100 relation with Krolm, but I've NEVER gotten this quest before. Either I just lucked out, or they made this a bit easier to acheive. I didn't have the time to kill him before my play session ended (He had AoE primary attack, 1000 health, 125 damage, 50 regen per turn, and pretty much every perk but levitation).

I'm loving the new lords, really enjoying the terraforming, and am not sure yet about the change to pocket dimensions. It's nice they are easier to clean, but Its hard to compare against just massacre-ing AI's. I mean, I had almost a dozen archers of Helia/high level lords by the end there. I could have easily conquered everyone in only a few turns.
 
After reading each and every post on this thread, I appreciate the value of the technical points which have been raised, but please allow me to add a few non-technical "thoughts on new patch".

It is extremely impressive that the Developer continues to add substantial and significant new content in a free patch, six months after the game's original release -- when there is little net profit to extract from an inexpensive game that can even be obtained at dirt-cheap discount prices.

Russian developer Ino-Co has to be deeply respected and thanked for its long-term support of this awesome game -- despite all the valid technical issues raised by the gamers.

Cynical skeptics could argue that having been released two days before a DLC which had to be purchased, free patch 1.4 had the objective to stimulate good will to raise DLC sales. Consider then that the DLC adds a lot of new content for a mere $3 -- of which the Developer can only extract a tiny net profit, once everybody has been paid along the food chain, from the Russian coders up to the foreign resellers like Steam.
 
I think the biggest problem with pocket dimensions before was their intrinsic value in relation to how hard or easy they were to clear at certain times during the game. Before the 1.4 patch they were about right as far as difficulty to clear early in the game. But after the patch they now seem too easy to clear early in the game. On the other hand, before the patch they weren't even worth clearing later in the game because all the lairs would perpetually spawn and they took too much effort to clear in relation to the benefit you would get from them. Of course now because of the spawning changes in the 1.4 patch it's now more feasible to clear dimensions later in the game but again, it allows them to be cleared a little too easily early on. So what's the best balance for designing dimensions?

I would like to see the creatures in the dimensions spawning the way they did before patch 1.4 while keeping the new super-monster lairs and adding more buildings and resources that are exclusive to the dimensions so they are worthwhile to clear throughout the game, even if they have been filled with spawned creatures(like happens as the game progresses). I like the fact that they are proportionately hard to clear throughout the game, but I don't like the disproportionate rewards they give compared to the effort required later in the game. I think by adding even more special 'objects' to the dimensions you increase the coolness factor of the them while justifying the effort it takes to clear them(especially later).
 
After reading each and every post on this thread, I appreciate the value of the technical points which have been raised, but please allow me to add a few non-technical "thoughts on new patch".

It is extremely impressive that the Developer continues to add substantial and significant new content in a free patch, six months after the game's original release -- when there is little net profit to extract from an inexpensive game that can even be obtained at dirt-cheap discount prices.

Russian developer Ino-Co has to be deeply respected and thanked for its long-term support of this awesome game -- despite all the valid technical issues raised by the gamers.

Cynical skeptics could argue that having been released two days before a DLC which had to be purchased, free patch 1.4 had the objective to stimulate good will to raise DLC sales. Consider then that the DLC adds a lot of new content for a mere $3 -- of which the Developer can only extract a tiny net profit, once everybody has been paid along the food chain, from the Russian coders up to the foreign resellers like Steam.


I full agree with this post of CberMage, when a "BIG DLC" was announced I was easily ready to fork out like 15 euros, the pricing was so small I felt sorry for the developpers. This game is getter better by the months, and yes there are some bugs, some slow down, some missing hotkeys / end statistics , but the fact that we are still there shows that this game as a Soul that we all love.

On the pricing side, I compare with the FSX addons that tend to be around 25 euros and that hardly never go into sales, but I guess the virtual pilot community is on rich side.

Please bring more DLC, more debugging, more of everything and ignore the guys who will always be unhappy and the competitive players who want to drag this great single player experience into a borring balanced sport.

Etienne