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Gurken Khan

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Everything posted by Gurken Khan

  1. I don't think @krt0143 - for example - was received too badly; his questions were answered and (a lot of) his ideas were taken seriously. It appears that "we want to be exclusive" and talking about "all those nasty, annoying, unwelcome noobs!" are over-dramatizations. Ofc not all of their opinions/suggestions/ideas were welcomed with open arms; but that's to be expected, especially when delivered in an undiplomatic way.
  2. Maybe it was supposed to work like "Extinct Volcano" (I believe), where after some time indeed the whole map is flooded; and maybe that script was a placeholder. All speculation, ofc. Maybe sometime there will be a volunteer who cleans up this artifact...
  3. Yeah, it's a resolution problem plus we don't have anyone (?) working on UI currently.
  4. I don't really have this problem. If I want my guys to do something and then go somewhere I just order them; for repairing x and then going to y it's two right clicks.
  5. That sounds nice, but it should be visually clear that they're part of the barracks and not actually guys of yours.
  6. I feel this is contradictory. If you have a button that searches and selects buildings for you then you don't have to do it manually; hence less actions for you. Apart from that I don't really have a strong opinion. Guess it could be considered quality of life and be fine with me. (I only do single player, so I don't have to be afraid something gives someone an advantage.)
  7. We all "love" our nannybot... I guess it's in the other then. I've messed with two (on devs' ~orders), guess you'll grasp that concept fast & better than me.
  8. Good for you! btw: when I suggested earlier to re-install the game I hadn't thought it through, as I believe your settings persist in the .cfg files which don't get deleted when you un-/re-install. In case you should again...
  9. As it renders the map unplayable in that size I think the bug should have a higher priority.
  10. You messed with the settings and then something else didn't work anymore: very definition of kaputtgespielt.
  11. Dunno. Building a port on Elephantine works fine for me, every time. Maybe you have kaputt-gespielt your installation?
  12. Dunno. Works fine for me, every time. I can train various sizes (per mouse wheel) of batches of various units. I shift-click and then the production queue appears. Maybe you have kaputt-gespielt your installation? Other than re-installing the game I wouldn't know what to try.
  13. Maybe you inadvertently sold all your food. When bartering you select a resource to sell (top) and a resource to buy (bottom); since food is the first resource it is set by default to sell that. I suspect this is your main problem. Other than that, if you don't have a lot of hunt or berries build at least six fully worked fields in p1, in p2 at least ten. hth Edit: Oh, and research the gathering tecs.
  14. Speaking of unique tecs: the kush Powerful Priesthood actually weakens their own heroes? (I never messed around with that.) It's nice that the classical Athenian rhetors are acknowledged. How about a decay tec: own buildings harder to convert, enemy buildings easier; don't know if the Athenians need that, but maybe another culturally strong civ. I was thinking if we could pick up that diadochi thing; dunno, maybe transfer up to 10 units/min to an ally? (If pop allows it?)
  15. @chrstgtr I understand the community mod process, just wanted to say that I kinda like the p2 theater idea; don't know if it would be more expansive than a colony.
  16. Would elongation of pikes be a good tech idea?
  17. Yes. For example every civ profits from the Roman bonus but only ~1/3 from the kush.
  18. Good to hear! Maybe I could frame it as a balance issue and so it would come to your consideration anyway, but I just wanted to use the opportunity to say again that I'm not happy with the civ bonuses that are sometimes utterly useless for allies; for example ele bonuses when you don't have an ele civ.
  19. I hereby promise heartfelt friendly words for whoever makes repairing walls possible.
  20. Don't think there's such a thing as a home point for workers. A while back I was also unhappy with troops wandering where I wouldn't want them, like defensive units way back. Since them I handle them differently, especially with the attack move; this actually does set a rally point for your troops, and if they can't see any enemy units they can attack they will go (back) to that point.
  21. I don't think changing the stance as such is involved, and I believe aggressive units never go back. But defensive units will, kinda like the point of that stance.
  22. Ofc I micro my workers. AFAIK the gathering far away only happens if they were gathering far away before; then they will cut the tree next to the one they were working on before... I've never seen a worker take off to distant goods after they built a storehouse.
  23. They might not always make pauses between decisions, but they do have idle workers sometimes. Moreover they're pretty inefficient: sometimes they send workers across ~half the map for a new task; sometimes they gather res really far from a storehouse and they don't build new storehouses for example at woodlines. All those shuttling times really add up.
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