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Alpha 27 Pre-release/Release Candidate Build Testing


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30 minutes ago, Lion.Kanzen said:

Although I don't think that is the entire cause of the bug.

Yeah, there's definitely something off. I guess something in their "AI" keeps them untouchable until something is to their satisfaction; what I find especially bewildering is that it's not consistent with interaction overall, since - as stated - my unit can enter it.

I believe this problem was introduced somewhere along the way. Don't think repairing them was that @#$%le in earlier versions, ships even moved towards units ordered to repair.

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48 minutes ago, Gurken Khan said:

Yeah, there's definitely something off. I guess something in their "AI" keeps them untouchable until something is to their satisfaction; what I find especially bewildering is that it's not consistent with interaction overall, since - as stated - my unit can enter it.

I believe this problem was introduced somewhere along the way. Don't think repairing them was that @#$%le in earlier versions, ships even moved towards units ordered to repair.

Maybe it is related to upload units on the coast from the boat and they did not take into account testing to repair it.

In other words, maybe they have changed some parameter on the Pathfinder or on the boat.(Obstruction?)

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7 hours ago, Lion.Kanzen said:

Maybe it is related to upload units on the coast from the boat and they did not take into account testing to repair it.

I don't know about that. Originally that guy was on land before I tried repairing, then boarding, then repairing again.

(Later in that game a ship spat out two elite soldiers to an invalid spot on land where they were stuck without a chance to get them off it...)

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0ad-father-kurus.jpg.a2f1a85c9362b899d5964762fcbced0e.jpg

I wish "children" would inherit orders. If, for example, father Kurus gives birth to Immortals while he is capturing something or (attack) moving somewhere, I wish they would join in right away. Sure, it's also great if they poke at fields until I give them a more reasonable order, but...

I like that labor/training pauses if he's at sea/in a ship. I wondered what the fate of the immortals would be if spawning and sailing coincided.

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23 hours ago, Gurken Khan said:

0ad-father-kurus.jpg.a2f1a85c9362b899d5964762fcbced0e.jpg

I wish "children" would inherit orders. If, for example, father Kurus gives birth to Immortals while he is capturing something or (attack) moving somewhere, I wish they would join in right away. Sure, it's also great if they poke at fields until I give them a more reasonable order, but...

I like that labor/training pauses if he's at sea/in a ship. I wondered what the fate of the immortals would be if spawning and sailing coincided.

Nice pic.

But I don't understand the context.

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5 minutes ago, Lion.Kanzen said:

I don't understand the context.

Kurus followed an order I gave him; he finished training the Immortals while doing so. When the Immortals spawned they did some useless stupid BS (poking at fields) instead of doing the same thing as Kurus. Is it clear now?

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3 minutes ago, Gurken Khan said:

Kurus followed an order I gave him; he finished training the Immortals while doing so. When the Immortals spawned they did some useless stupid BS (poking at fields) instead of doing the same thing as Kurus. Is it clear now?

Quite clearly, your proposal would be interesting, logically it should work that way.

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What is supposed to block a conquest victory? Is it only builder units/buildings that could spawn those? Because I just spent some time hunting down an elusive minister. He can build and train nothing, so I don't know why a civ isn't defeated if he's the only thing left.

On a related note: I don't think I ever saw a Han AI player build a ministry. They probably don't know how to use them. The only benefit they gain would be a small eco boost around where the starting minister stands.

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8 hours ago, Gurken Khan said:

What is supposed to block a conquest victory? Is it only builder units/buildings that could spawn those? Because I just spent some time hunting down an elusive minister. He can build and train nothing, so I don't know why a civ isn't defeated if he's the only thing left.

Any unit that can capture also needs to be defeated. If you have some champions, you could loot and capture enemy buildings to gain workers again.

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I didn't really think the Athens heroes on offer are too hot, but I took the one who offers buffs for soldiers in his formation. Since I have this clunky mess off by default I needed to reset the formation every time I added units. The stupidest thing was that they forgot their orders every freaking time I set the formation!

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On 13/05/2024 at 5:30 PM, Gurken Khan said:

Will to fight gives ships +25% damage, I feel the Han are lacking in that department.

Will-to-fight (attack_soldiers_will) has been deactivated for the Han civilization with r26516 after this complaint.

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24 minutes ago, Obelix said:

Will-to-fight (attack_soldiers_will) has been deactivated for the Han civilization with r26516 after this complaint.

Generally I'm fine with the Han having their own, unique stuff at the fortress. It's just that I miss something to buff the ships.

Spoiler

I was on the cursed Danubia map at that time, where Gaia flotillas can just spawn out of thin air. After the umpteenth raid I was about to rage quit. (Especially after they managed to sink my ship with my hero, the champs and the ministers. While I was outnumbering them and had my ships maxed out...)

 

28 minutes ago, Obelix said:

Fixed four days later by wowgetoffyourcellphone.

Yeah, I caught that. I've taken to look at the latest code changes from time to time. Thanks wowie!

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