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Servo

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Everything posted by Servo

  1. Unfortunately I’m just a gamer with very little pc knowledge. The HP of Macedonians champ cavalry is 275 (base is 250) yes but the full ranked Thessalian Lancer is 335 with all tech upgrades researched. The Odrsysian cavalry skirmisher has 251. Couldn’t it be that the champ cavs wasn’t included on the blacksmith upgrade? If at preset the base is 250 only Public Health upgrade can effect to make it exact 275 HP if I’m not wrong.
  2. This new version is really nice. With 2 requirements before you can train cavalry rushing with cavs can’t be too OP. There were techs that are quite expensive but IMO it’s really good if they really are expensive. Expensive techs, very low resources available would further make the player be more careful on every decision during the game, Theres something that needs to be fixed. May not be too important but would be nice if done. 1. When you upgrade the wall you can’t connect another to the turret. So before upgrade the walls should be finished to have a very nice walling. If a portion of wall or gate gets destroyed rebuilding might not be good looking unless you replace the entire length. 2. The champ cavalry has much better capability than the fully upgraded and ranked regular cavalry but it’s HP is way below. Ex., Macedonians champ cavalry has 275 HP with full tech upgrade but the fully ranked and upgraded regular spear cavalry gas 355 HP.
  3. i was trying to test whether the game can continue infinitely. unfortunately i have this kind of freeze. it takers a while before my pc regains and continue. I'm not sure if this is pc problem... it occurs when the Gaia spams units, quite a lot. interestinglog.html mainlog.html
  4. Oh ok any link to download? i might try coz i like to play on svn too
  5. yeah. oh thats svn. i thought only applicable on windows(the svn)
  6. @stanislas69 i don't think so. What map is that. I can try to play or duplicate the error
  7. some bugs or crash? I'm not bothered... just to keep devs informed crashlog.txt oos_dump.txt
  8. What sort of fix are you really trying to do? Do you need to have a capture/recapture of walls and gates options so it can be garrisoned or gate activated? i think you should retain garrisoning but not firing projectiles if a non range (melee with 2nd range weapon) unit is garrisoned. A tech could be added for weapon emplacements for each selected turret.
  9. I know maybe my pc lags or the game lags. Anyhow it's alpha but if we it will take years to fix lags on more pops a quick fix should be in place to make it playable for max number of players on a given map. I tested monkey wrench mod last night and had a max 300 pop and maybe between 200 AI and it's lagging quite bad(as in MP lag of 6 players at 200 max pop) though it's just a 1v1.
  10. Oh the generation of eles in wild lake is a bug?! Maybe the colors of the sheeps (if I'm not mistaken silhouette) too? The map is very nice too for SP except there's so much empty space around the base. If some few scattered trees can be generated/seeded or allow a tree planting meta would nice.
  11. Wow if these suggestions could be done and could expand the number of players to accommodate all civs/factions mini factions, mercenaries etc it will become the greatest game ever. Isnt it doable in a campaign or scenario type of game?! Adding meta to capture and transport wild animals would be a plus.
  12. The game is almost unplayable at 500 pop with so many players but quite not enough with 300 even using .5x speed. Thanks!
  13. I haven't played the vanilla up to the end but when I tried this new version of your mod it seems that the AI is more inteligent, retained its massive attack as in A21 and its the first time I see an AI capturing a tower then garrison it. The garrisoned units comes out of it (captured tower) to capture a nearby house then if I attack them they garrison back!
  14. new version? when i download it becomes22.0.7?
  15. I shuffle playing different mods on SP and downloaded your new one but deleted the previous ones. I wanted to retrieve back the previous one because I prefer the garrisoned turret so please don't discard it.
  16. I played DE white Dover cliffs and the maps is really nice! One thing I noticed is that fishing boat/s has very short LOS that I can only see the enemy warship when almost side by side with it. Also is it possible to add 400 pop cap?
  17. Isn't it better that by default wall turrets can't be garrisoned but can be upgraded (individually) for garrisoning and can only fire projectile/s types of which depending only of a range unit garrisoned? Stronghold type towers attached to walls are really cool. Units can be killed by any foot soldiers either range or melee(can climb or enter). Walkable walls are also a good feature so that foot soldiers can patrol. The turrets should have one entrance/exit too and unit don't do a ninja to access or exit. You add moating then it will really be awesome. Just talking about SP here.
  18. DE works fine for me on OS X. Just some unfinished factions maybe and good maps. White cliffs of Dover is nice to play SP. If DE was enabled though configuration wasn't saved might interfere with the vanilla and could os. I normally remove it when playing vanilla.
  19. @niektb yes phase 3 if I remember they can't have fort and other special buildings. I will check again later... I played both factions a week ago and I stopped playing the Norse once I noticed and thought some phase 3 structures are unavailable looking at the structure tree. Now I understand why they don't have those.
  20. Nor does or did the ram can kill elephants in historic battle? Since most decent players ban walls why don't we increase the cost of building walls as well as building time of these walls to be more realistic for use in SP? I think in real battles rams are effectively used once enemies (range)are cleared from sorrounding walls and gates so that manned rams can do their purpose. if you consider all available and playable mods each has its own good feature/s that could really be nice to change the meta. 1. Skirm cavs accuracy changed by user1 is good. Buff the melee cavs attack rate between 2.5 to 2 secs and it's HP nerf between 10 to 20. 2. Use a corral tech prerequisite to train hunters (non or less effective combatants but high carry capacity ) from CC but can be upgraded using tech and combat cavalries (can't hunt) from barracks or stable(more realistic). Numbers limited per Phase or per barracks/stable(2 buildings max per CC/1 for colony) built. 2. Buff attack rate for anti cavalry infantry a bit faster than any melee cavalry. TBH Idk how you arrive at the rating 1.5 x against. 3. Requiring metal on units using metal to fight.
  21. Oh ok. I noticed that P3 of Norse has no structures(tree). Will try it then.
  22. I already played TM AngloSaxon works well. Norse still halfway probably without P3 and cavs.
  23. Terra Magna is complete and playable in A22?! If so I want to try.
  24. Wow! Those are new Kushite buildings! Gorgeous! Envious of the very clear picture. More zoom out would be nice. I'm thinking about the entire structures that can be built around say a Tuscan Acropolis will be visible during maximum Zoom out. The size and grids of this map is imo the best Acropolis among all maps.
  25. I'm glad @Hannibal_Barca and @Nescio are working together. Hope you will consider Nescio units need metal. Btw run animation not working really and it does on desert maps sometimes.
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