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minohaka

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Posts posted by minohaka

  1. I don't know if this is the right place to ask, please excuse me. Does the Comma hotkey works? When ever I play with the Iberians (barracks) or I group together multiple buildings into a hokey group I can't train the units that correspond to the comma. I'm using Linux (Ubuntu) build out of source.

    • Like 1
  2. 13 minutes ago, Imarok said:

    Hmm, I can't reproduce that. Maybe you have a replay, where you reproduced it?

    Could you elaborate that? I don't get what you mean.

    What I mean is, it sort of remembers the delete command and so the next unit or building you click it will ask if you want to delete it from there on attack move doesn't work. I'll keep investigating when I have something definitive that can be reproduced or I find something else more relevant I will keep it posted in this thread

  3. On 10/24/2017 at 10:05 AM, Imarok said:

    Can you reproduce that issue?

    When does it appear? Which units are selected in that moment?

    When does it work correctly?

    After a lot of testing and trying I'm still not sure when it happens or if it is for certain factions only. I think it happens after capturing any enemy building then deleting it (maybe deleting it without asking by holding Shift key down). After that your troops don't seem to respond to attach move or garrison. It seems like the Ctrl key modifier stops working. I hope this rings some bells on somebody.

  4. 24 minutes ago, stanislas69 said:

    That map has no resources near the cc. I guess that's why the AI is broken.

    It's a special map "Survival of the Fittest". I only play random maps does that have anything to do with it?

  5. 8 minutes ago, Servo said:

    AI works pretty good on this mod than any other except the build bugs. If you want to play against a challenging AI this mod retains the aggressiveness of A22 AI which is building different types of combat units though the magnitude of attack is much lesser maybe due to metal requirements needed for most if not all combat units. 

    In comparison with Vox it’s better to play this mod in single player because Vox AI doesn’t make a corral, research cavalry tech then produce cavalries. 

    I like the unit balancing too though it seems like slingers are quite deadly still and mostly being produced  by the AI. The battles are really good in SP that you need to produce counter units to really win convincingly. 

    Once the art people have specific structures for each Civ this mod is really promising in many aspects in either SP and MP. 

    Well it doesn't for me, the AI doesn't build anything it stays only with their Civic centre, also the menu in the upper right corner is covered by the mini map that doesn't seem right.

  6. After reading the readme, scanning over the readme.pdf and briefly reading over the posts on this thread I can't figured out if the AI is supposed to work on this mod? Also is it supposed to work with the current ongoing Alpha 23 dev version?

    I mostly play/test the current Alpha and decided to install Alpha 22 (on linux environment) to try the mod after I got errors in the A23 one.

    Is the map supposed to be in the upper right corner?

    PS: I got it to launch in A22, but the AI doesn't do anything it stays with the units it starts with. Is that the expected behavior or is it something to do maybe with the version I was previously playing on this box?

  7. During battles while you have a group of units selected and you try to attack a building the only option is to capture it even when you use the command or shortcut to attack. In the case of attack move some times doesn't work the units don't attack instead they just head over to the new location, for some reason I believe the two are related because they happen at the same time. I don't know the exact scenario when this happens, but I'll be looking to find the right scenario and how to replicate it.

    Note: This happens in all versions alpha 22 and current under development alpha 23.

  8. 26 minutes ago, elexis said:

    There are replays where players had won the game after losing all but 15 units. This becomes especially more likely in team games. The best strategy as an opponent to find the last units is to scout the map with like 10 cavalry, each heading into a separate direction.

    The current spy feature only focuses on trade carts. Revealing all enemy units for some time would also be interesting if it would be extremely expensive and help with that situation.

    I understand that balance is important, but there's not way a player with a few units and another with several civic centres and their wonder could be beaten. The player with those buildings should have the advantage of at least temporally see where the enemy is if the other doesn't have any buildings.

    • Like 1
  9. Some times you've almost defeated your enemy, but there's a unit standing somewhere often a female unit next to a stone or metal mine or a trader some where else. Is it possible to add a feature to completely reveal the map once you build your wonder or temporarily from your civic center or you wonder by paying some amount of resources from time to time. Chasing that last unit sometimes takes precious time.
     
    How do you find that last standing unit(s)?
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