danieljames626 Posted March 10, 2015 Report Share Posted March 10, 2015 I am hoping someone will be able to point me to an explaination concerning capturing animals, please. I have searched google and youtube and this forum and have not been successful. If there's something I haven't found, can you please point me in the right direction?I can't work out how to interact with animals in any way other than killing them. I would like to try following in-game suggestions to capture an elephant for the elephant stables etc. 1 Quote Link to comment Share on other sites More sharing options...
Giotto Posted March 10, 2015 Report Share Posted March 10, 2015 Same here. Don't think its implemented yet. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 10, 2015 Report Share Posted March 10, 2015 Its a planned feature not implementen yet . Quote Link to comment Share on other sites More sharing options...
mickmca Posted September 3, 2016 Report Share Posted September 3, 2016 A related question: How do you hunt whales? Implemented? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted September 3, 2016 Report Share Posted September 3, 2016 Use spearman from aboard a ship or a fishing boat if you can catch up to the whale lots of food the collect IIRC merchant ships not military . Enjoy the Choice 2 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted September 3, 2016 Report Share Posted September 3, 2016 Fishing boats are usually too slow to catch whales, so you probably have to kill a whale with a military ship first, and then gather from it with a fishing boat. 1 Quote Link to comment Share on other sites More sharing options...
svott Posted September 3, 2016 Report Share Posted September 3, 2016 Even a military boot (without extra soldiers on board) can be too dumb to kill a whale. Recently, I was really annoyed and thinking about changing the unit AI. What is the point of moving a bit closer to the whale so that the ship can shoot before the whale is out of shooting range again? Or move very close to animals which are not aggressive? It's the same with ranged cavalry in the beginning phase. Is that behaviour desired that way? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted September 3, 2016 Report Share Posted September 3, 2016 The bug is different from the cav bug. The problem is that for a unit, the range takes into account the size of the target (else melee soldiers would try to go to the middle of a building to attack it). But as this is a quite heavy calculation, the size of the target isn't taken into account for structures. Targets are only in range when their center is in range there. The problem with the ship is that it has one arrow as a unit (one default arrow), and the surplus arrows are added the same way as for structures. As the movement code is also part of the Unit AI, it will only move until the target is in reach for that one arrow, and not for the surplus arrows. 1 Quote Link to comment Share on other sites More sharing options...
Imarok Posted September 4, 2016 Report Share Posted September 4, 2016 21 hours ago, sanderd17 said: The problem with the ship is that it has one arrow as a unit (one default arrow), and the surplus arrows are added the same way as for structures. As the movement code is also part of the Unit AI, it will only move until the target is in reach for that one arrow, and not for the surplus arrows. will be fixed by #4000 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 4, 2016 Report Share Posted September 4, 2016 (edited) I also hate how you can't really target anything with your tower. It shoots at whatever it wants to shoot at. I think at least one of the arrow should go to target, Edited September 4, 2016 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Imarok Posted September 5, 2016 Report Share Posted September 5, 2016 Isn't that intended? (It's kind of annoying me too) Quote Link to comment Share on other sites More sharing options...
FeXoR Posted September 6, 2016 Report Share Posted September 6, 2016 The "random target for (ranged) attacks beyond the first" actually makes sense to me. E.g. not all units can stand at one "window" and shoot through it. That also makes towers/fortresses weaker with the progress of the game (e.g. against siege/champions) which is IMO wanted to raise the chance one player wins (so the game doesn't take forever). The unit AI IMO needs improvement though including another though about stances (and - less related - formations). Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 6, 2016 Report Share Posted September 6, 2016 I don't mind the other arrows go to other targets, but it looks like many times not even 1 arrow goes to target. At least 1 arrow should be shooting at the player-commanded target. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted September 6, 2016 Report Share Posted September 6, 2016 I agree. But AFAIK it is like that (but for moving ships/siege towers since moving entities can't use their primary attack). BTW: I really like the siege tower moving mayhem Quote Link to comment Share on other sites More sharing options...
Servo Posted February 2, 2017 Report Share Posted February 2, 2017 (edited) Outpost: when unoccupied has a fixed line of sight can it increase line of sight if garrisoned? If garrisoned with range unit it should be able to fire and the range depends at least what type of unit is garrisoned. If archer is garrisoned it should fire arrow and if javeliner or slinger is garrisoned it should fire it's corresponding weapon. If a sword or pikeman is garrisoned it should increase the line of sight too but not fire. Any other foot units that are not ranged should not fire arrow. Maybe hard to implement but just please take out the unranged unit garrisoned in the outpost to fire. The AIs tend to attack a garrisoned outpost and losing lots of units trying to take it down to no avail and keep on sending units to destroy it without success. Same goes to towers... speaking of towers can't we modify that Persian tower? It looks like a plain stick ;p. Ships firing two arrows too! Edited February 2, 2017 by Servo Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 2, 2017 Report Share Posted February 2, 2017 19 minutes ago, Servo said: Outpost: when unoccupied has a fixed line of sight can it increase line of sight if garrisoned? If garrisoned with range unit it should be able to fire and the range depends at least what type of unit is garrisoned. If archer is garrisoned it should fire arrow and if javeliner or slinger is garrisoned it should fire it's corresponding weapon. If a sword or pikeman is garrisoned it should increase the line of sight too but not fire. Any other foot units that are not ranged should not fire arrow. Maybe hard to implement but just please take out the unranged unit garrisoned in the outpost to fire. The AIs tend to attack a garrisoned outpost and losing lots of units trying to take it down to no avail and keep on sending units to destroy it without success. Same goes to towers... speaking of towers can't we modify that Persian tower? It looks like a plain stick ;p. Ships firing two arrows too! Make a new post this a little off topic, or non related. Quote Link to comment Share on other sites More sharing options...
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