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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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I think I like the idea behind it; I thought of keeping the research progress when the process is interrupted before... I like that it shows what's being paused.
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I believe you missed my point. I don't want to set the trade between those two buildings close to each other (A+B), but to tell my traders produced in building A to establish a route between building B and C (like my trading camel you can see near the top of my pic). I can do that if A and B are far enough to trade between each other; I'd like to be able to establish the B to C route when they're not. Currently I have to produce the traders without an immediate trade order and then tell them to go between B and C...
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I wish it were possible to set trade routes even if the intermediate building is too close to the origin building to do direct trade. (Even this minimal difference in distance makes a difference of 2 in trade income...)
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Which isn't ideal on maps with obstacles like mountains or bodies of water. Gathering and especially hunting units will often make terrible choices regarding the source of the resource or the droppoint they use.
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All but player silhouettes and menues are just white?
Gurken Khan replied to g33z3r's topic in Help & Feedback
Whenever I had sth to do on a Mac I hated how well it hides paths and other stuff... This is what my \logs dir shows: @g33z3r Could you search for any of those, maybe without the .ext? I assume you got the rights to see those, or know how to show stuff that's not displayed on default... -
All but player silhouettes and menues are just white?
Gurken Khan replied to g33z3r's topic in Help & Feedback
Sorry to hear. I'm not into Apple... @Stan` Do you know more or who would know more about MacOS? -
All but player silhouettes and menues are just white?
Gurken Khan replied to g33z3r's topic in Help & Feedback
@g33z3rhttps://trac.wildfiregames.com/wiki/GameDataPaths -
I Need Some Tips On How To Destroy Massive Archer Army
Gurken Khan replied to Huffman3829's topic in General Discussion
@Huffman3829 Also get your armor (and attack) upgrades in the forge! -
Current climate change
Gurken Khan replied to Genava55's topic in Introductions & Off-Topic Discussion
In Germany they manage to give it an anti-Russian spin: 'The Gazprom tanks aren't filled!' Gazprom only operates the tanks, so if their customers don't order the natural gas to fill the tanks it's exactly zero Gazprom's fault. There was a lot of speculating on gas prizes dropping, although that's usually not what happens toward winter/heating season... -
LOL. 'Legacy of peace' my shiny heinie. He is a mass murderer and war criminal just like probably every other US president and their staffs. Obama also did his share of killings and atrocities, don't know why he'd be considered a coward. My guess is Biden just saw it as a lost cause and wants to concentrate on the next big thing. US military is planning a war against China within the next two to five years, 'simply because it is necessary'. As happy as I am he's dead, unfortunately there seems to be no shortage of blood-thirsty warmongers.
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That's for buildings just standing around, right? I think if a units gets attacked by a tower the default behavior then is to chip away at said tower. AI is stupid, that's why you gotta watch your units closely.
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I try to prevent the enemy to garrison the towers. If I really take it by surprise I might capture it before the AI has time to react, or I can kill the line of units that tries to get to the tower. Sometimes I move out of sight from the tower to get it ungarrisoned and then try the above again. (Reversely, I like to man my towers. Hated it when the enemy took over one of my towers...)
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[Feature Request] More control over garrisoned units
Gurken Khan replied to LetswaveaBook's topic in General Discussion
Not that I'm against the choice, but I wouldn't want to over-complicate it. So maybe just go with the health-percentages. Again, anything would be nice to have. -
Since metal isn't abundant on all maps I'm very skeptical about any reduction.
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I think we should stick with historical accuracy as much as we can. If there are sources for female soldiers I'm perfectly fine with incorporating them. Already there are some, although I think there is some artistic freedom taken. If there are sources for female leaders I also think it's good that we include them, like we already do. I don't think this game is able to depict ancient societies in depth, so I don't think we should try or present them as something they never were. I'm still in favor of having male and female villagers, as I believe that's historically accurate.
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Settings > Options > Game Session > Wounded unit health
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@LienRag You can adjust the threshold for wounded units in the settings.
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Isn't @user1 in charge of the lobby?
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@crazy_Baboon Are you on the latest release? There was a problem with rating in Alpha 25 so you should update to a25b. Also head over there and try to summon @user1:
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@Yekaterina I don't see mods there? @LienRag Did you try the in-game mod selection? (Settings > Mod Selection)
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@pixel24 'CS' are citizen soldiers. Heroes are those three special units every civ has (like Cleopatra VII), while champions are the special soldiers every civ has (i.e. Royal Guard Cavalry). My support is usually only the healers; if I have a cav hero he runs with the cav champions, slow heroes like Cleo I put together with the healers. One reason why I keep champs separate is that I play with capturing a lot; champs are better at that, while I try to give the XP to my CS.
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I have five control groups at the frontline: CS cav CS inf support champs 'tower guys' (a handful of units to quickly occupy a captured building) If I actually take along siege equipment (which I rarely do) they get an additional group. My reasoning is that those groups have different roles and speeds. I might grab'em all and send them somewhere, but when I have to act tactically these groups work for me. Also it's quick if I want to select a sub-group: hit the number and then click on the unit icon(s) to select or ctrl+click to un-select; handy for example if I want the melee more forward and the ranged more to the back.
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Yeah, with the billions floating around this game, turning off one DDOS certainly should be worth 500k...