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Grautvornix

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Everything posted by Grautvornix

  1. When a wall is being attacked, the units positioned on it would defend it of course. They will be eventually killed by the attacker and replacing them feels a bit fiddly (to me at last). Would it be possible to move units laterally along a wall towards the actual attack replacing fallen units? (this could happen from segment to segment, we could e.g. even replenish from the barracks to auto-replace a fallen defender using some auto-queue mechanism). Not sure it would work as between wall segments there are turrets that have a different garrisoning scheme. Would "teleporting from wall segment to segment be a solution (using the rally point mechanism) ? Such a feature might strenghten defense and actual use of walls, but not in an unfair fashion- siege engines would still be much more powerful and eventually break the walling. This would be more a slightly better defense against infantry/cavalry troops attacking. A side note: the same pathfinding mechanism might be useful some time later when it comes to discussing (short) bridges again
  2. Maybe, but who clicks on those links? Is it worthwhile as a spammer? (I know you are spamming 20 Million cases and if only 100 respond you've won).
  3. Thanks - I know I can test it myself, but I was travelling without access to the game. Just tested it - you are certainly right. Question remains, why two different mechanisms for the same effect... (probably I should read the manual or the forum more carefully)
  4. Not sure - I thought you can only man the walls themselves and not the towers, right? (I believe in one of the very old versions (0.23 or before?) it was vice versa (towers manned but walls not).
  5. thanks for the proposals - I'd prefer the second one as it bends nicely into the header bar, does not obstruct anything, nor intrude on the main display and does not need a trigger or mouse hover.
  6. Stopping the gathering does not let them recover?
  7. The same is true for fish, right? Theoretically, they regenerate if not used too much. But one fishing boat is too much already, as it seems. Ho can I tell teh fishing boat to alternate between two fishing grounds?
  8. Too bad! But of course, I do understand that the scarce developer resources we have are be focused on maturing the main game. I am not able to contribute myself unfortunately, as well. Remains me being extremly grateful for all the great work that already went into this superb game!
  9. Has there been progress since?
  10. Wow! I am deeply impressed! Now we the AI to convert that into blender and minimize the nmber of triangles, right?
  11. Phantastic stuff! Thank you so much! Will we be able to see all that in game? I am so much looking forward to that!
  12. Well great idea - but I am afraid this is not a task that is required very often, so priority might be a bit lower. Similarly, I'd like a feature indicating "update available" for installed mod.io mods. (there once was a mod for that but it unfortunately became obsolete)
  13. I do acknowledge that Petra might follow a strategy of scorched earth, but it does not win anything itself (destroying own buildings does not bring back any resources, I just learnt - it couls be a strategy in an emergency situtation where e.g. wood is missing to build new troops). I do see the advantage of not offering further advantage/buildings to the opponenet though (classical scorched earth). Shoudl we add that to the manual or the tips&tricks somewhere? As a bottom line, the benefit as an attacker is to either destroy enemy buildings yourself, thus getting a loot, or conquering them before taking over the CC then you benefit from additional buildings.
  14. I twould be nice though, like in reality, I could re-use a percentage of the material... but that might be too realistic.
  15. Exactly. In SP at least, all buildings being destroyed once the CC has been captured is oindee a pity
  16. Alright, but definitely not when the building is finished. Destroy after use will not brign back any resources? Too bad.
  17. Preparing to build bridges as well ? (could not resists)
  18. Indeed, and unfortunately you cannot pre-calculate all possible paths. That could be possibly an acceleration factor.
  19. Unfrotunately i cannot give two hearts
  20. I believe I remember to have read it somewhere in this forum but cannot find it. Was that feature removed at some stage or was it more like a misudnerstanding from my side? The case I though I understood is really: I build a warehouse or a tower or whatever building. This cost x amount of resources. when I don't need that building anymore I can destroy it and get x/2 (or some other fraction) of the original resources back. Does anyone remember if this used to be the case and it was removed?
  21. Oops! Need to check - I always thought that destroying a building (like a storehouse) that I don't need anymore would give me a bit of resources back!
  22. When asking a player for neutrality and he refuses, my own setting automatically returns to "enemy". But when I am being attacked by that player later in game, my troops consider him as being neutral (while my indication in diplomacy menu still shows "enemy"). When the other player accepted neutrality, my own setting still automatically returns to "enemy". Have I overlooked some setting or change in game play mechanics? Thanks for any advice! Edit: Apologies as this is a duplicate to this...
  23. Superb! Looking forward to seeing all this in game!
  24. Interesting idea - but isn't destroying you ship/house returining a fraction of its build costs already? (not a nice option though, of course)
  25. This is super nice! Is your plan to replace all icons according to the civ?
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