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Stratego

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Tiro

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  1. You could increase the cost of the building in that situation if you want to factor in the extra time it would take to actually remove some trees. Off course mines I wouldn't see deleted by buildings only trees.
  2. that would help indeed, by the way I edited my initial post a bit regarding siege engines garrisoning.
  3. You have some cool stuff going on. I wish you all the best and hope you can finally release this someday.As for myself being more interested in the base building aspect of this game. I think I put in about 10 hours in this build and about 20 in the standard build alpha 22. Here is what I found in the 10th of December 2017 build: 1.Workers when they verify the closest drop site check the distance, not the actual walking distance. So you can have a storehouse at a bottom of the cliff, and a town center on the plateau and the worker chooses to go to the storehouse because it's theoretically closer. But the walking distance is maybe 6 times more than the the distance to the town center.This is easier to verify with trees, but also for hunting. Same is for moving to harvest another tree, picks the absolute closer one instead of taking the unpathable terrain and the walking distance in consideration. 2. Heroes can't enter siege engines even though the tool tips suggest otherwise. 3. It is hard to wall off a plateau, almost impossible sometimes to figure out. Also you can't connect walls to the edge of the map. 4. IF you took over a territory, why would the fields take so long to convert, even a longer time than the towers. 5. Minimap is very busy, it is great to see everything but it is too much. Wildlife especially clutters it. Maybe some filters are planned. 6. Animals in the first game bears had animations in the next games they glide around. I also have questions, is it planned to: 1.those farmed looking land patches spread around the maps, are they supposed to have more fertility 2. have renewable resources ( ex.after 15 minutes trees to grow back, wildlife to reappear) 3.automatically remove trees to build 4. have units dismount to be put to work, trained horses should stay put grazing eventually. 5. to have attack and move ( if it is in game I didn't find the option) 6. capture and enemy town and build up their buildings also. That' s it for now. I will keep an eye on this game. Edit 2. Seems I can't answer my own thread hence the edit. hope people see it. - @stanislas69regarding the animals yes I might looked at the bear from a bad angle where he seemed to move correctly in one game, the rest of the European animals seem to behave correctly ( deer, horse, boar, sheep, wolf ) @elexis - after I messed up with the bear I went and checked all my affirmations , the worker one stands, second one heroes can enter only in battering rams if they are not --cavalry heroes--, cavalry heroes have the same tooltip referring to entering buildings or siege engines ( theoretically all are siege engines the ballistas, the catapults or the battering rams) Also thanks for the answers.
  4. I downloaded alpha 22 from your site. I see that improvements have been made to the pathing and stuttering when large armies are in the game. How can I build a patch to update my game to the latest revision without downloading every file one by one?
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