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Posts
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Days Won
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Everything posted by Gurken Khan
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[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
I don't actually care too much about the specifics now, as I feel anything showing more details than currently will be an improvement. If it were only groups of the same kind being shown, like women, inf1, inf2, cav1, cav2... that would be something. When I garrison for healing I go for 100% health. If feces are hitting the fan it's different, ofc. But especially then I'd like some more info on who I send out. Generally I think the GUI could make better use of the available space; one random example is playing with min resolution and in the stats, if you use xxxxx/yyyyy resources, it will break it into two lines but cutting the characters off, even when there's plenty of space horizontally and vertically. -
[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
With a scroll bar. -
It's a bit messy atm. It's three buildings now and towers don't count. That would have to be factored into the descriptions.
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Garrisoned turrets have not vision range.
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
I think it's just wrong and vision should be added again. (All other points aside.) -
[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
I think if they all had their mini-healthbar you would see pretty quickly which units you want to ungarrison. The current average health shown just doesn't help me much; if I have two women, two inf and two cav, they will have different healing times. Sure, I could guess, but... -
@seeh I believe any three p2 buildings will do (except towers & walls), like three forges if you wanted that.
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[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
If I could see individual units I would ungarrison them individually; still much better than the current situation. ('Stable') -
Garrisoned turrets have not vision range.
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
And then you have holes in your wall? I can respect some balancing concerns, but currently turrets seem terribly useless. And why won't they even grant sight to garrisoned units? -
[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
Yes. I've suggested this before. Maybe it could be done by expandable list/toggling showing group/individual units. -
Garrisoned turrets have not vision range.
Gurken Khan replied to Gurken Khan's topic in Gameplay Discussion
I don't know why the manned turrets have no sight at all. @Stan` Do you know, or who might? -
@davidsrsb Do you have a replay? And maybe the log files? https://trac.wildfiregames.com/wiki/GameDataPaths @Stan` Split?
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Basically living scarecrows: put'em on a field to increase the harvest a bit. I don't really see a reason why healers especially would increase harvest. My main reason why I don't like the idea: the position of my fields is in the back, the position of my healers is at the front. Personally I don't think healers are OP, reading that they're hardly seen in high level games seems to support that. I deal with the food cost, but I wouldn't want them to cost more metal; the tecs already require metal.
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...but also I'm not playing with a handful of noisy kids around me/in voice chat.
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Then I will count that as a 'no'.
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@CeresThe audio cues you get when freshly produced units exit the building are not enough for you?
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Not that I'm a fan of Biden, but I think he is generally more liked and respected by the population and politicians than his predecessor. Except for some fringe elements (like racists) and some right wing politicians, I don't think anyone liked Trump or even took him serious. He's such an unstable character, Biden is much less erratic. Biden sticks to an aggressive foreign policy, but at least he isn't treating his allies like sht. All our leading politicians are devoted to reach those 2%. I read we already got the 7th biggest military, reaching the 2% would get us to 4th. Which I think is insane. Much better ways to use that money. Also, looking at history, one would think our neighbors might have some reservations... There is some logic in joining the strongest gang, but since I don't agree politics should work that way, and looking at the methods and results, I'm all for leaving NATO.
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But I need that stuff too! (I was a bit salty because I had no extra metal, there was none available in the free terrain, my nearest enemy's territory had no extra deposit; so I felt forced to research Diaspora and go to my ally and then find out I can't use the CC...)
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[Solved] Ranged Infantry & Hellenistic Defense Tower
Gurken Khan replied to Thales's topic in Gameplay Discussion
You can identify it before you build it: With buildings already built, I agree that it can be difficult. At least for me, even after some years of playing. And depending on the civ. But since I put down every building with some thought why I put it there, finding the right type doesn't take me too much effort... -
So, any opinions on what happens in Afghanistan? There was 'the Afghan trap': The US trained, equipped and radicalized the Mujaheddin to have them carry out terrorism, to lure the Soviets into invading Afghanistan and give them their 'Vietnam'. (Fun fact: Osama bin Laden, who was later so hard to find, was trained by US specialists how to not be found.) After the Soviets retreated, there was 'the big betrayal' by the US: they didn't care what happens to Afghanistan any longer and just took off. Due to the power vacuum civil war ensued; half of Kabul was flattened, a third of the population killed. (Fun fact: some of the warlords involved formed the 'Northern Alliance'.) The Pakistanis and Saudis build up the Taliban. After 9/11 the US, under George W. Bush, made unacceptable demands from the Taliban to have an excuse to invade. The known mass murderers from the 'Northern Alliance' were the allies, the oil manager Karsai is made the first president. The (US) occupation was brutal and corrupt, favoring brutal and corrupt warlords who are considered to be 'our guys' by the US. (The war crimes, like torture and random killings, were made public for example by wikileaks.) The majority of the population remains in misery. Imagine how bad it was, that now the majority of Afghans consider the Taliban to be more acceptable then what 'the West' had given them. In Germany everyone who doesn't say 'Hooray!' to NATO is considered to be an extremist and/or idiot. If I look at the countries where the US/NATO has bombed/invaded in the last 20 years, what methods were used, what the situation there is now, and where the majority of our refugees is coming from, I really can't bring myself to say 'Hooray!' to NATO. 'Must listen': https://www.doubledown.news/watch/2021/august/20/good-riddance-to-the-war-on-terror-lowkey-on-afghanistan
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[Solved] Ranged Infantry & Hellenistic Defense Tower
Gurken Khan replied to Thales's topic in Gameplay Discussion
@Thales Here's another thread that you might find helpful: -
I just gonna believe that @Yekaterina and the other devs will manage to include the Han. And Zhang Qian sounds like a good one.
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So the answer to the question if CCs are included is 'yes and no'. Is that Petra behavior intended?
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mod shiny - alternative main menu & UI theme
Gurken Khan replied to maroder's topic in Game Modification
As I understand it, it's the other way round. Mods enabled later can overwrite mods that were enabled earlier. -
mod shiny - alternative main menu & UI theme
Gurken Khan replied to maroder's topic in Game Modification
If the order of installation matters and not the name, then I would think it makes sense to show the mods in order of installation.