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Alpha 27 Pre-release/Release Candidate Build Testing


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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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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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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.

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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.

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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.

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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.

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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.

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