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Posts
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52
Everything posted by Gurken Khan
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[RESOLVED] Flagless Uxelon
Gurken Khan replied to Gurken Khan's topic in Game Development & Technical Discussion
YAY !!! -
[RESOLVED] Flagless Uxelon
Gurken Khan replied to Gurken Khan's topic in Game Development & Technical Discussion
Ok. Here's the complete logs from before I restarted the game, HTH: logs8323.zip -
[RESOLVED] Flagless Uxelon
Gurken Khan replied to Gurken Khan's topic in Game Development & Technical Discussion
Here's the mainlog: mainlog.html This sentence... Did you mean anything else? -
One of my new Uxelons (right) has an "occupied" flag, while the other (left) doesn't. This is outrageous. And I still totally think it should show my banner, not that of the former owner. @Freagarach @Langbart savegame-0336.0adsave
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I'd always prefer units. What good does it do if some arrows hit a nearby house or barracks?
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Not as far as I observed. But I could be wrong. What does the code say?
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I think it already would be a step forward if towers etc. prioritized units. Currently they target buildings randomly even if enemies are around. But yeah, I would like to be able to tell my towers what/who to shoot at.
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Ach, tatsächlich? Das wusste ich nicht. Hä?
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[Poll] Reserve "1" hotkey for cycling civic centers?
Gurken Khan replied to sternstaub's topic in General Discussion
I'm absolutely against pre-defining the 0-9 hotkeys. While I usually have my first CC, and maybe my second CC too, on 0 (=source), they usually become obsolete as a production facility eventually. (Producing champions and whatnot at other buildings.) btw I think the mod "autociv" has more hotkeys, but I never looked into it. -
So are the whales for me. I never bother with them. Either I don't need military ships where they are, so I don't build any just for hunting. When I did hunt them, they ended up so far from harbors that they weren't an efficient source of food. Or they fled where war ships couldn't follow, because a lot of water maps aren't made for our gigantic war ships.
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SCNR Apart from that I don't really have an opinion on additional trickle effects. Could be ok I guess, but I'm also fine with only a few buildings having them.
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How to calculate how fast I can capture a building
Gurken Khan replied to BeTe's topic in Help & Feedback
Well, playing against AI, if I see that I share borders with an enemy I immediately put up twin towers and put a man inside; sometimes that's enough to "extinctify" them, especially if you happen to cover their woodcutting storehouse and/or berries. They're stupid. ^^ I then do other things, like building up my eco and phasing up. In your case you might want to base your decision on whether you've got use for those towers later on or if they're hurting your progression through enemy territory; if you capture the CC it should also be easier to capture those towers later. -
How to calculate how fast I can capture a building
Gurken Khan replied to BeTe's topic in Help & Feedback
51. My usual citizen cav + 1 tower guy. Probably less. Just try it. Probably depends on civ, tecs, ranks... Don't overthink it. If it works great, if not regroup. -
How to calculate how fast I can capture a building
Gurken Khan replied to BeTe's topic in Help & Feedback
I just go by feeling. If I make an early move against a weakened neighbor ~70 units - including 10 healers - is plenty. Other times I just try and either succeed or retreat, heal up, snipe enemies and retry. -
Indian palace still looks like bus station.
Gurken Khan replied to Akira Kurosawa's topic in Art Development
Hello @Radament, welcome to the forums. I agree the palace doesn't look too great. As pointed out before, we're depending on volunteers to make something better. And quite certainly it will not happen before the next alpha. -
I would go for Agni, because that's how we always did it. And I like the name Hephaestus. Gofannon is cool too. So maybe "Agni Gofannon Hephaestus"?
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Ahh, haha. (Ich spiel auf Englisch, wahrscheinlich hat's deswegen nicht geklingelt...)
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Hä? Wie das? Auf jeden Fall brauchst du Fische, um zu fischen. Ist eine endliche Resource (wie Beeren). Wenn keine Fische auf der Karte sind bringen Fischerboote nix. (Gibt auch Wale, die man mit Kriegsschiffen töten kann und Fischerboote sammeln das dann; mach ich aber nie, weil die toten Wale immer zu weit vom Hafen sind.)
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Moin! Ich nehme an du probierst zu capturen; dass der Balken nicht runter geht wird daran liegen, dass die feindlichen Soldaten im CC sind. Geh ausser Sichtweite, warte dass die Soldaten Dir nachkommen, töte sie, capture dann. Braucht evtl. mehrere Anläufe sie alle zu erwischen. Ich glaub mit ~70 Soldaten solltest du in der Lage sein ein leeres CC zu capturen. Wenn du das CC hast gehen alle Gebäude im Einflussbereich verloren, brauchst dich vorher also nicht um die zu kümmern; wenn du vorher barracks und/oder stables capturest (und eine Einheit darin stationierst) kannst du sie danach benutzen. Und ich nehm immer 10 Heiler mit... gl hf!
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You have to select a resource you want to sell, then in the row underneath it another resource to buy. Food as the first resource in the list is selected to sell by default; so click on the upper wood icon for example to buy food with that. Hold shift to buy a patch. Did you maybe inadvertently sell your food? Also research the farmstead tecs to increase food gathering (if you don't do that already).
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Maybe installing the community mod fixes it.
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It's probably not realistic, but sometimes I wish the AI knew how to make additional gates; like when they're iber and the terrain blocks half the gates. When I saw walls in replays they were used for just that: bolstering defensive lines and structures.
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Wasn't @Stan` kind of working on a scifi mod? I don't know if he had any ideas about planet mapping.