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Gurken Khan

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Everything posted by Gurken Khan

  1. Title screen -> Learn to Play -> Tips and Tricks or binaries/data/mods/public/maps/tutorials/ The chevrons above the units' heads signify (from single to triple) basic, advanced and elite rank; they go along with increasing attack and HP values and decreasing gathering speeds. (Since this site's search function is phenomenally terrible I don't know if there's a good overview somewhere.)
  2. @Seleucids If you stick to raiding the formerly Roman parts we should have no problem. Here's one I thought you might like:
  3. Single player, you resumed the game from a save? Replays can't handle that.
  4. The map has questionable "quirks", there's also "non-Terrain" more in the middle that one can usually not access and that hides even the silhouettes of units.
  5. With the barracks selected, why isn't the button for that tec displayed?
  6. This at least doesn't show that the waterway is obviously blocked.
  7. Just looking at the Cothon in the thumbnail makes me not click it.
  8. Someone claimed it's bad for site ranking with search engines if obvious garbage is up?
  9. I believe it's better to report those posts to the mod team via the three dots at the top right than pinging individual mods.
  10. I really don't know why the first post hasn't to be greenlighted by a mod.
  11. No. The other way around, as you are correctly describing in the paragraph below. Your traders don't buy or sell anything; they walk their route and when they make it to either end, they get you an income of the specified res. If you don't manually buy or sell metal there is no "exchange".
  12. Yeah, stop prioritizing looks. If you wanna be effective follow fff ("form follows function") or live with the downsides. I always put a ring of fields around my CC and a ring of houses around that. In general: get the gathering tecs and keep the ways your workers have to walk short (build new storehouses etc). There are plenty of build order and eco guides out there, both as text and video.
  13. I once helped out with a RC version, ~1.5GB was no problem, don't think there's a quota either. (Don't know if you can compress that file.)
  14. I only research it if there are more berries than just the starting batch.
  15. This game does have a learning curve, don't give up! You could reduce the game speed to ease you into this difficulty. All I'm gonna say is AFAIK, personal opinion and not thoroughly calculated. None. The investment slows my progress and it's additional micro. (Sometimes I keep cattle in my corrals to produce a trickle of food, but I don't know if it's actually worth the effort.) The part not build. (Workers didn't start yet = full refund, deleting existing building = all is lost.) I hate formations with a passion so I wouldn't know. Not at all; only bartering from the players affect the prices. I believe the consensus is that walls largely aren't worth the effort. Melee cav?
  16. @Atrik I think the displacement (?) is just to big, maybe even bigger than elephant heroes. I frequently have chariots go around enemy settlements instead of straight through, because some shrub or something is blocking their path.
  17. I really wish movement of chariots were less of a shtshw. Here my hero can't reach the front line because he just can't get past that allied lumberjack. fn annoying.
  18. I always think it's a bit sad when I see a muskox scooting around the map without animation...
  19. @phosit Can't say much about that, but if you think it's feasible... Coming back to the map: I believe I have played it, maybe when it was first included with vanilla, with my usual settings. Anyway, what's keeping it from just putting the players in a circle?
  20. I don't see it. Are you referring to this part? I still don't think this is applicable with random random random games. The application doesn't ~know what map it will roll and thus doesn't know whether it will work with the selected options; so it couldn't disable the Start button at that point.
  21. Oh, "someone" had a similar experience... #8148 seems to me like a different case, as one deliberately sets up a specific match versus playing a random random random game. So, the above message is the intended behavior when player settings and rng result aren't compatible? Could the game be forced to comply with the settings so that an error won't be shown to the player?
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