Pocus wrote:When you get a mission, you should also get extra structures to be able to complete them. If not, then it can mean you are not using the latest beta patch (1.01j).
1.01j? Does that mean release of the new patch is imminent?
Just to support the theory that it's something to do with the colonial build road action: I'm playing Prussia (which initially can't use the Build Road card) and I've built many railroads in colonial holdings, but so far none have disappeared.
1. I have NOT had a CTD yet with this game... Wow, really? I love the game, but it does crash a lot on me. Since the latest patch I think it does happen predominately when I alt-tab out during the turn processing however. Corrupted save files... None of those yet either, but I'm not surprised if it...
Sometimes it crashes on me during processing, but usually it doesn't. Anecdotally I've had a little better luck with it since changing over to borderless windowed mode with the resolution set to my desktop resolution.
That setup seems fairly stable for me most of the time.
Doctoxic wrote:also - could the increments be 5 rather than 10?
Good thought, but I think even better would be:
Left Click: Increase By 1
Right Click: Decrease By 1
Ctrl + Left Click: Increase By 10
Ctrl + Right Click: Decrease By 10
I'm not sure I agree, since it would give players a way of cheating the fog of war, at least in colonies, even though I guess whatever troops might be there are likely to be inferior. Still, I actually like the way the current system encourages you to have a military presence in the territories you...
But the map should not show the action as green and valid when, in fact, it is not. I don't disagree completely, but it depends. In the first case for now you just need to keep in mind how many resources you are devoting to colonization and keep some in reserve for that. Once those costs are correc...
I believe the devs are still looking into the possibility of a bug, but I think most problems with colonial action failing are a result of: - Spending too many resources on other items in a turn so your colonial actions don't have the resources they need (and I think I read that Pocus is looking at ...
It sounds like you're doing everything right, but I'm not sure why your war declarations are failing. I haven't tried it in the current build, but in my 1.01 game as the US was able to declare on native factions just fine.
If it's a bug hopefully one of the devs will speak up.
Are there any transport ships else then steamroller transports? I recoginized I cannot use merchant fleets and steamroller transports are really expensive ... (playing Sardinia-Piemont) As Piedmont you should have access to both steam transports and sail transports. The sail transports are about th...
I did notice one problem with Kansas still. North Missouri is part of Missouri now, but it's still the capital of Kansas. It looks like it can be fixed by changing a line in gamedata/colonialareas.ini from this:
$Colony_Kansas|$Kansas City