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Gurken Khan

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Everything posted by Gurken Khan

  1. I hereby promise heartfelt friendly words for whoever makes repairing walls possible.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. I personally mainly blame the meddling from the suits/publishers.
  7. If you look right under the map preview on the right, there are three buttons: Map, Player, Game Type. (Compare @Grapjas arrows.)
  8. No surprise that if you let an enemy go 50 minutes uninterrupted that it's a pain in the butt, lol.
  9. Assuming default start res, when is "then"? (Ofc 30 spearmen have a different impact at min 10 than at min 50.)
  10. @krt0143 I guess there's no helping some people. If you refuse to lower the gathering rate of the enemy and refuse to lower the game speed then I'll guess you just have to suffer until u get gud.
  11. I would argue to what degree that is true. And you have the advantage of the AI being dumb; I assume dumber than you.
  12. team game I hardly see them used, maybe one team member assumes the role of utilizing them; like all siege they're slow and clunky.
  13. I saw them used in TGs basically as tanks: loaded up with units, nearly immune against ranged damage while dishing out plenty of ranged dmg themselves.
  14. Since I heard that the CEO of Unity was before at EA and he was too greedy even for them, I would like to say that I'm not surprised by anything anymore; however, they're still finding surprising ways of making it worse. If the total destruction of Unity (along with some insider trading, probably) isn't the goal, I don't know what is. It is already hurting studios, and I don't see how anyone would decide on using Unity going forward.
  15. I was talking about "Select Map: Random"; it is represented on the top left when you click "Browse Maps".
  16. I found it, but before I clicked it was set to random (first position, top left), so that doesn't make a difference if I don't change the filter.
  17. Why would my ally's storehouse disappear from my map? I guess its status changed (unfinished/finished), but normally that would only mean it stays on my map as a building site. Does the Han's storehouse specialty cause this? (After I rode away again it stayed on my map.)
  18. Could we have a Random Random Random maps mode? Because when I play Random Random maps a lot of maps won't come up.
  19. Certainly I could test maps with A27 RC1. What does this mod actually do? Change placement? Replace the other map versions? Only in regard to placement? And most of them will be in Random maps? What are rmgen1/2?
  20. I haven't played the new migration yet, didn't even know there was such a thing. :/ Seems the new version fits my usual play-style better, but I don't really have an opinion.
  21. A stance button for production buildings would be nice. @krt0143 Do you know about rally points? With selected production building(s) right click on a point/res/building and units will go there (+CTRL to garrison inside production building). I'm ok with Gaia being a wildcard, and I think hunting is aggression towards Gaia. So I don't know if it would be possible to make it neutral with an AI player and that AI player still be able to hunt.
  22. ??? An engine is the foundation of any game. The better the engine, the better the player-experience. (Not that a good engine would be the only thing a good game requires, ofc.) I heard a couple of days ago (Yong Yea) that they're already back-paddling on this because of the backlash, so I just see how it turns out. It immediately reminded me of the Hasbro/Wizards of the Coast/D&D thing.
  23. Mmm. You can set the difficulty level and the behavior for every AI player; I think that's enough options for players who think their AI opponents are too unwieldy.
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