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Gurken Khan

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Everything posted by Gurken Khan

  1. As it renders the map unplayable in that size I think the bug should have a higher priority.
  2. You messed with the settings and then something else didn't work anymore: very definition of kaputtgespielt.
  3. Dunno. Building a port on Elephantine works fine for me, every time. Maybe you have kaputt-gespielt your installation?
  4. 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.
  5. 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.
  6. 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?)
  7. @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.
  8. Would elongation of pikes be a good tech idea?
  9. Yes. For example every civ profits from the Roman bonus but only ~1/3 from the kush.
  10. 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.
  11. I hereby promise heartfelt friendly words for whoever makes repairing walls possible.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. I personally mainly blame the meddling from the suits/publishers.
  17. If you look right under the map preview on the right, there are three buttons: Map, Player, Game Type. (Compare @Grapjas arrows.)
  18. No surprise that if you let an enemy go 50 minutes uninterrupted that it's a pain in the butt, lol.
  19. Assuming default start res, when is "then"? (Ofc 30 spearmen have a different impact at min 10 than at min 50.)
  20. @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.
  21. I would argue to what degree that is true. And you have the advantage of the AI being dumb; I assume dumber than you.
  22. 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.
  23. 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.
  24. 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.
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