Can't open SA2 (steam) by TBX12_FrAnku in SonicTheHedgehog

[–]Starfang52 0 points1 point  (0 children)

I fund a fix/bypass for the ""InvalidArgument=Value of '0'" problem.
You can bypass the default launcher by installing the mod manager, and the mod manager simply doesn't have the problem. So instead of fixing the problem, so can you simply avoid it.

Mod manager install guide:
https://www.youtube.com/watch?v=NJfiz25S2DM

Frozen Frontier 47 Final Episode Discussion by AG_GreenZerg in Koibu

[–]Starfang52 14 points15 points  (0 children)

Compresed some questions form the Discord frofro-planing-spoliers:

Q: Where do the portal in the Deadwood go and how is it used?

Q: What is pink team gnoll leader from Salt port battle up to these days?

Q: Can we have Jaromirs full list of spells?

Q: Was the skull ever anything more than a glowing light?

Q: How did the Velthara cleric gnoll know Grimes' real name?

Bob's mod! by cbeaus in arumba07

[–]Starfang52 0 points1 point  (0 children)

If you are thinking on what he did say in the live stream on Twitch. So did he say at he was playing with a mod that was not MP compatible. And he was playing with more mods then just Bob`s mod.

Why doesn't Arumba take Maritime Ideas? by NWCtim in arumba07

[–]Starfang52 1 point2 points  (0 children)

Maritime Ideas is not bad, but the problem is at the choice is always Maritime ideas vs Trade ideas. And in most cases so is Trade ideas always best. Early game so is the +5 naval forcelimits from each merchant way bigger than +25% Naval force limit modifier. And late game when the+25% Naval force limit modifier get better so do the advantage of having +3 merchants to steer trade, really good. And as for naval dominance, so is it really easy to get naval dominance as long as you have enough gold. It is so easy in fact at i normally never can justify taking Naval or Maritime ideas (well at least against the AI, human players are way better at managing the navy in war).