Lion.Kanzen Posted May 2, 2024 Report Share Posted May 2, 2024 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. 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 4, 2024 Report Share Posted May 4, 2024 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. Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted May 4, 2024 Report Share Posted May 4, 2024 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. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 4, 2024 Report Share Posted May 4, 2024 Do deleted rice paddies have the outline of deleted fields? Because the marks on the ground are much bigger than the paddies. I would like the marks to be the same size as the paddies. 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 5, 2024 Report Share Posted May 5, 2024 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! 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 5, 2024 Report Share Posted May 5, 2024 (edited) 2 hours ago, Gurken Khan said: I didn't really think the Athens heroes on offer are too hot. Maybe will be hotter if their poses were more sensual like those of Achilles. Edited May 5, 2024 by Lion.Kanzen 3 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 5, 2024 Report Share Posted May 5, 2024 Too hot for vanilla! 1 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted May 7, 2024 Report Share Posted May 7, 2024 On 05/05/2024 at 10:40 PM, Gurken Khan said: I didn't really think the Athens heroes on offer are too hot, I think Pericles offers too little. 1 Quote Link to comment Share on other sites More sharing options...
Obelix Posted May 7, 2024 Report Share Posted May 7, 2024 Playing the map 'Frontier' with biome set to 'generic/arctic' I've got caged in a circular 'frontier'. No chance to reach the other 5 players, each called Petra. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted May 10, 2024 Report Share Posted May 10, 2024 So ive grown used to the adjusted minimap icon sizes that I specified in my config, and now that I am back to the full size icons, I really think they are too large by default. I think they should be about 1/2 the area they currently take up at least. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 10, 2024 Report Share Posted May 10, 2024 I see we still have trees inside walls. (Ofc the only annoying thing is that it keeps my workers from working.) 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 13, 2024 Report Share Posted May 13, 2024 Will to fight gives ships +25% damage, I feel the Han are lacking in that department. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 13, 2024 Report Share Posted May 13, 2024 What tecs? They got removed, so should that part of the description. Quote Link to comment Share on other sites More sharing options...
Obelix Posted May 14, 2024 Report Share Posted May 14, 2024 (edited) For those who want to create a ticket for this problematized tooltip, it's based in line 30 of academy.xml. @Gurken Khan: There it is. Edited May 15, 2024 by Obelix added link to the new ticket Quote Link to comment Share on other sites More sharing options...
Obelix Posted May 14, 2024 Report Share Posted May 14, 2024 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. Quote Link to comment Share on other sites More sharing options...
Obelix Posted May 14, 2024 Report Share Posted May 14, 2024 On 05/05/2024 at 12:42 AM, Gurken Khan said: I would like the marks to be the same size as the paddies. Fixed four days later by wowgetoffyourcellphone. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 14, 2024 Report Share Posted May 14, 2024 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! Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 18, 2024 Report Share Posted May 18, 2024 Don't allied temples have a healing aura for the player's units? Or is this another of the (countless) "quirks" the Fortress map has? Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 19, 2024 Author Report Share Posted May 19, 2024 It's a tech you need no? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 19, 2024 Report Share Posted May 19, 2024 3 hours ago, Stan` said: It's a tech you need no? And which tech would that be? No, normally every temple has a healing aura for own units (you can see the green crosses) and allies. In that game my temple didn't sprinkle happiness on allied units either; I'm certain it's a "Fortress" "quirk". For whatever reasons that map is "special" in a lot of ways. Quote Link to comment Share on other sites More sharing options...
alre Posted May 19, 2024 Report Share Posted May 19, 2024 17 minutes ago, Gurken Khan said: and allies that's not the case for a26, don't know about a27. it would be very strange a map like fortress changed auras behavior, did you test this in other maps? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 19, 2024 Report Share Posted May 19, 2024 (edited) 1 hour ago, alre said: that's not the case for a26 Are you sure? I'll keep an eye open for it on other maps. Edit: I guess I stand corrected: my temple doesn't shine on my ally on another map. I could've sworn... 1 hour ago, alre said: it would be very strange a map like fortress changed auras behavior It changes decay (I lose my buildings in allied territory), so I wouldn't be surprised by anything on that map. Edited May 19, 2024 by Gurken Khan Quote Link to comment Share on other sites More sharing options...
WarBeast Posted May 20, 2024 Report Share Posted May 20, 2024 Are there any plans to fix/improve corral mechanics for a27? Currently, there are 4 types of animals, but it is impractical to mix them for production. You are forced to produce only goats, only sheep, etc., because units remember only one type. This leads to either locking a lot of food resources during the transition from one type to another and wasting time, or "suffering" from unnecessary micromanagement. I suggest moving all domestic animals to one group and leaving the original behavior for the others. 1 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted May 21, 2024 Report Share Posted May 21, 2024 It would be even better if all domesticated animals could have a special marker causing own hunters to prefer them regardless of actual species. Then they could start top down (from best to lowest yield animal, searching along the tree of domestic animals possible for that specific civ). This solution is probably a bit complicated. Here is probably one that seems to be easier to implement: Establish a pasture area element (cost of wood at least due to the fence) with similar size to a field, where a rallye point of animal production can be set. The pasture would have a max capacity of, say 10 domestic animals (any kind), and would keep them within boundaries. Any own hunter would be able to kill the within boundaries and collect food from the pasture. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 21, 2024 Report Share Posted May 21, 2024 3 hours ago, Grautvornix said: It would be even better if all domesticated animals could have a special marker causing own hunters to prefer them regardless of actual species. I agree with this part. The rest seems to me like an unnecessary over-complication. Especially regarding the yield: once out of the corral the yield is determined by the gather rates of the used units, so it doesn't matter which animal they go for in which order. 1 Quote Link to comment Share on other sites More sharing options...
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