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Gurken Khan

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Everything posted by Gurken Khan

  1. That's unfortunate as it really sounds horrible, but thx for your reply anyway.
  2. What do you call that sound to signify freshly produced units come out of their building? Anyway, whenever multiple buildings release units that sound is always horrendously distorted, echo-y for me. savegame-0911.0adsave Two seconds into the attached save horses will spawn from the stables (ctrl group 0); I only remember that effect from stables, but they're the only kind I really do mass production in, so I don't know about other buildings. Would like to know if anyone can reproduce. Maybe that's just what happens when the same sound is played multiple times at once, or at least with my setup. Don't think it has anything to do with playing on turtle speed, everything else sounds fine.
  3. That's too little history for my liking. Maybe short-term we could use something along these lines: Unless our @historians come up with sth better, ofc. Long-term maybe we could have a third page beside the structure tree and the civ overview with an extended history. Probably should at least cover beginning, end, largest extend and something about the heroes we have in the game.
  4. I think it's nice to have unique buildings, but if the Laozi Gate goes I'm fine with it. I'll leave that to the balancing experts. ;p I've not systematically tested it, but -25% seems pretty strong, so I guess the nerf is ok. Yeah, the roster was much bigger than those of other civs. That hero nerf is fine, I guess.
  5. Something more flexible than now might be nice, could also help on maps with 'interesting' terrain.
  6. I guess you don't mean as a gameplay mechanic. And I don't think it takes too little room, don't even know what your measure for that would be. First question: why? Second question: what for? It might be ok for certain maps, but for others I think it would be awful. I remember spawning in a hilly part of Hellas and I couldn't even place fields around my CC because of the oh so 'interesting' terrain. Diminishing yields would only make it more terrible.
  7. Yeah, when this topic popped up I thought to look up our Visha Kanyas; their attire is even more bikini-ish then I remembered...
  8. Shouldn't 'cost/s' and 'time/s' both be either singular or plural but not mixed?
  9. Du is never formal, and like most of the people from your source I agree that capitalizing it just seems more polite. I play in English, so I just leave it up to the German maintainer(s).
  10. @real_tabasco_sauce AFAIK each subsequent worker on a rice paddy suffers a 10% penalty. So unit 1 has a 0.6 gather rate, 2 has 0.9x0.6 and 3 has 0.9x0.9x0.6. Might cancel the 25% vs 20% out. Why it is like that and who came up with that would be another question...
  11. IIRC it' supposed to be like units should only be able to enter buildings they can be produced in, but since cav used to be produced in barracks it was deliberately chosen to let them get in there.
  12. Huh. Didn't see that when I looked at their site. Bring your lightning and sound systems to get some attention!
  13. We may not raise and train them but they still have to be brought in from wherever they originate, so I'm totally fine with a certain delay. Might also be OP otherwise.
  14. 'The media' linked by @Lopess didn't mention aliens?
  15. @Ceaser2I think you should try to set an exception in Windows Defender, it is possible. https://duckduckgo.com/?q=microsoft+defender+add+exception&t=ffab&ia=web
  16. Great! I guess. What's our connection/where do we fit in there? Or did someone(s) only wanna hangout at this Japan festival?
  17. Playing with three teams of two, on Guadalquivir two teams get crammed on one side of the river, while on Ratumacos the players are spaced out evenly. I like the latter much better.
  18. I just noticed this only happens when I select Imperial Academies and captured buildings together; otherwise Imperial Academies do have production hotkeys. Still won't let me set a rally point. (Besides that I don't want to use a ctrl grp for them.
  19. Two more Han related things. 1. As the Ministers can enter all (?) buildings, I really would like all buildings to be able to set rally points. I always send my units into a specific direction from a building, but with farmsteads and storehouses I can't do that. Would it help if I considered that additional micro which would go against the design document? 2. If I'm not mistaken the civs have different chances to be selected when playing with a random civ; do we have a table somewhere showing those probabilities, and where do the Han range? I think ~half the games I started with random civ in this version was with Han, that would be quite a high percentage.
  20. I noticed my ally's traders didn't switch routes when I had a new, more profitable market. Aren't they always supposed to? savegame-0877.0adsave
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