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Alpha 25 Pre-release/Release Candidate Build Testing


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@Stan`@Yekaterina

(Please note this a problem that exists between my keyboard and chair.  The problem is likely dumb but an answer would put me in the right direction.)

For Linux, would I just have to put the build and data files in the 'same folder' and build it as I would build SVN?  Asking before I over complicate everything, without a knowledgeable background, so that maybe I'll get close to correct on the first try.

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@Stan`Got it, ty. 

@seehyea, definitely.  Just making sure that I'm approaching this the right way before spending excessive time on trying to make something work in a way that it shouldn't work.

 

Edit:  Everything works as it should.  Thank you for help.

Edited by Dizaka
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What makes the difference now between unmanned and manned walls? Is there a difference between walls themselves and wall turrets in any regard? Is the new non-attack feature limited to wall turrets or does it mean that archers on any wall piece do not shoot anymore? Sorry, but all this is not clear to me. Thanks for your help. :)

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I do not need to preserve any settings, saved games, etc. from previous RC builds, and I do not use any mods. So can I simply install the new build over a previous one of a25 RC2? The installer asks to first deinstall the previous version, which is nice. Are other steps needed? Thanks!

Edited by Ceres
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3 hours ago, Ceres said:

What makes the difference now between unmanned and manned walls? Is there a difference between walls themselves and wall turrets in any regard? Is the new non-attack feature limited to wall turrets or does it mean that archers on any wall piece do not shoot anymore? Sorry, but all this is not clear to me. Thanks for your help. :)

Ranged infantry can be manned on the walls and they'll attack as usual. There is even more room on top! Just the corner pieces are attack-less now. (Else one could make many short pieces and thus abuse those corner towers.)

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30 minutes ago, wowgetoffyourcellphone said:

Conquest is kill all "ConquestCritical" units and buildings. ConquestCritical units and buildings are essentially those that can attack and thus alter the course of the game.

Should probably change--if a player has a lot of priests those could be very helpful in certain TGs. 

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7 minutes ago, chrstgtr said:

Should probably change--if a player has a lot of priests those could be very helpful in certain TGs. 

That was my immediate thought as well, that priests can still affect a team game. But let's be honest, how many priests would it take to actually affect a team game? Then again, you could also ask how many spearmen does it take to affect a team game? It's certainly a rabbit hole one could dive into, but at the end of the day a line has to be drawn somewhere. I would make priests ConquestCritical though.

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32 minutes ago, wowgetoffyourcellphone said:

That was my immediate thought as well, that priests can still affect a team game. But let's be honest, how many priests would it take to actually affect a team game? Then again, you could also ask how many spearmen does it take to affect a team game? It's certainly a rabbit hole one could dive into, but at the end of the day a line has to be drawn somewhere. I would make priests ConquestCritical though.

I've seen games where a player is essentially dead but for 10-20 level-3 priests that greatly helps the "dead" players' allies. This typically occurs in long games where players run out of wood, but food remains plentiful. But to your point, it is very rare. 

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1 hour ago, Gurken Khan said:

But if they're technically dead by conquest they at least shouldn't have a temple to train new healers, right?

Bigger issue would be houses/pop cap. I think I have seen it only happen a few times before, and in those games the player was unable to help their teammates in any way except for a relatively large force of leveled up healers. Because all players at this point were unable to sustain large armies keeping men alive was very important, which made 20ish leveled up healers very potent.

Edit: My point is: a player shouldn't be defeated when they can still be helpful to a team

The only benefit to not requiring healers to be killed (or for that matter any other unit) is that it makes it easier for players to "officially" win when it is already obvious who has already won. 

Edited by chrstgtr
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26 minutes ago, Gurken Khan said:

@chrstgtr If you can't produce units house/pop cap don't matter either. As I can't think of a way a unit not being able to build or capture bringing up a civ again, I'm fine with healers etc. not counting towards the defeated status.

Why can't we just make it so that healers can capture buildings?

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