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Playing on a lower resolution and especially quitting all not required memory hungry processes (use start manager and order by Memory usage) helps as well.

8 GB RAM should be always enough for all the maps which come with the game if you not build massive dungeons, but only if there are no other processes occupying lots of RAM.


However there are some large community maps on the workshop which have loads of stuff and thus can fill up your memory.

Hello again,
it looks like there could be a linking problem with the host process of our UI middleware (Coherent UI) on your system.

[3976:1291:INFO:UIContentClient.cpp(74)] GPU info collected in gpu-process process: 
[3976:1291:INFO:UIContentClient.cpp(79)] Main GPU vendor 32902 device 6430
[Coherent Browser] (Warning) PID: 3974 | -1 04:26:33.451706 Version number mismatch detected between the Coherent UI dynamic library and host executable! Host is 9825 and dynamic library is 9824.


But to make sure it is an issue of the software and not just a corrupted file, can you please verify integrity of your game files?
See how to do this here:
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
(in case you did not try yet)



Does it help/fix the problem for you?



Oh this would be strange.
The only reason why there should be gold piles, because it is in the pockets of the empire units
and they normally won't release it until they die.
I have no idea where else gold piles could come from at this place.
Maybe some die directly after entering for some reason?


When these Heroes die they drop gold on purpose.
The problem lies in game design, because gold can only be collected from claimed land but sacred ground is not claimable.
So any gold pile which did fall on sacred ground is lost forever.
I am assigning this to you Josh Bishop.

He is not supposed to sleep.
But we recently added a mechanics which makes units always sleep if they have a bed and are very damaged to recover.
This forced the Vampire to sleep even if he shouldn't.
In contrast to other units having a bed, he will now not sleep again when damaged avoiding this problem.

They will now disappear 3 secs after knocked out (before they took 60 secs to rot)