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Imarok

WFG Programming Team
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Posts posted by Imarok

  1. 21 hours ago, sanderd17 said:

    The problem with the ship is that it has one arrow as a unit (one default arrow), and the surplus arrows are added the same way as for structures. As the movement code is also part of the Unit AI, it will only move until the target is in reach for that one arrow, and not for the surplus arrows.

    will be fixed by #4000

  2. 19 hours ago, Argos said:

    Not sure if these have been mentioned already or are already being worked on but here are a few of my suggestions.

    -- Timelines for the post-game statistics. Everybody loves timelines (or maybe I'm just obsessed with them).

    Examples: Overall Score, Economy Score, Population, Resources Gathered, Buildings Built, Trade Income, Etc.

    (Third entry)

     

    trac ticket: #3403

    • Like 1
  3. On 4.6.2016 at 1:37 PM, Mr.Monkey said:

    Yodhas which experienced players DO build (in an army you should have around 20) they are the best to just run attack a building while the Maiden guards take on the people.

    Why should anyone build Yoddhas as Maiden guards have the same stats and costs, but deal 4 more Hack and Pierce damage?

  4. 12 minutes ago, Gruntis said:

    I find that my traders die a lot because they take the shortest path (?) which often unfortunately happen to be through enemy territory. Is there any possibility for custom routes to be added for traders?

    just use shift + click to add to "transit points"

    • Like 2
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