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Posts
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Joined
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Days Won
52
Everything posted by Gurken Khan
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MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
I don't know if it would be a problem if "same-y" units had different names and art (e.g. Thracian Peltasts and Noba Skirmishers). -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
I always assumed if Rome trained "ptol" sling they'd be Roman for all intents and purposes, so this building stuff never seemed an issue for me. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
Doesn't it? You are aware that he has selected units from two civs? -
Non-latin symbols errors in release candidate version
Gurken Khan replied to Akira Kurosawa's topic in Bug reports
Reminds me of the credits where some names are still not displayed properly. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
I thought before that if we allow this we should drop duplicates with same stats. No use for two buildings or units that only differ in name. -
Very strange field sticking near Han city center by Ctrl.
Gurken Khan replied to Akira Kurosawa's topic in Bug reports
Now I finally understand what's up with the funky Han CC footprint, lol. I don't think it's visually clear and confusing at the first encounter, but at some point you gonna see the line for the footprint/realize you can't build too close to the CC. Maybe the stairs help a bit, but personally I think a basic CC with the same optical footprint as the upgrade would be better, and the latter then gains height/bling. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
Nobody proposed that "assimilated" units should be able to build structures from their "ancient" culture. I don't think champs from former owner (builder) civ should be available for production. The UI could be a problem as @Darkcity stated, maybe so much so that we have to scrap the whole idea or severely limit it. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
It can be argued either way: "A civ can only train their own units, duh." "When a civ gets access to new units, they can train them themselves." There were no elephants native to Italy, still the Romans utilized them when they had access to them. And if mercs were only sellswords I guess they'd offer their services to a new buyer if the old was out of business [historical citation needed]. If my Britons invade Africa, why shouldn't they use elephants? I believe it's more a gameplay then a logical decision. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
What are generic buildings (CCs, barracks, stables) supposed to build? My civ's units or the units from the civ I captured it from? -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
I would want to be able to train my civ's units but wouldn't mind access to other units as well; as @wowgetoffyourcellphone put it, "neat!". But that's from a single player's perspective. I don't know if from a MP/balancing POV that would be different. -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Gurken Khan replied to Dizaka's topic in Bug reports
LOL If I may, shouldn't maybe the team figure out what they want? -
Interesting, although some research regarding modern times is wrong; let's hope they got the ancient parts with better accuracy. The Vienna tourism promo was weird, but the English yt CC for the Austrian professor is hilarious.
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Yeah, my bad. Just now saw the path of thread...
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gl hf! No. Because I seem to have mis-remembered it. After going through all the necessary steps I didn't get a crash but an adequate popup. That's how it should work, maybe that's part of the progress of a26! All my settings were lost in the process, but neither did I reinstate them at every step nor do I care.
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Nice catch. I had one mod ("cute flags") that made the game crash when I started with a26 RC1 but I could disable it from the mods screen. I wish just like the game uses a new saves folder with a new version it would also use a new mods folder. I really see no reason why it wouldn't; when I uninstall the old version and install a new version I don't really know why so much old stuff is carried over. I guess it's nice for the custom settings, but everything else should be ditched (especially stuff that is known to cause problems in a new version, like mods...). @ulla Instead of editing your cfg I guess you could also just delete all mods except "public" in your mods folder.
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Hi @ulla, welcome to the forums. Do you have antivir running? If so add an exception for 0AD (.exe/folder). Are you on Windows? If it's not the antivir maybe zip and upload your complete logs folder. HTH