chrstgtr Posted August 7, 2021 Report Share Posted August 7, 2021 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. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 7, 2021 Report Share Posted August 7, 2021 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. 1 Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted August 7, 2021 Report Share Posted August 7, 2021 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. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 7, 2021 Report Share Posted August 7, 2021 44 minutes ago, chrstgtr said: This typically occurs in long games where players run out of wood, but food remains plentiful. But if they're technically dead by conquest they at least shouldn't have a temple to train new healers, right? Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted August 7, 2021 Report Share Posted August 7, 2021 (edited) 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 August 7, 2021 by chrstgtr Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 8, 2021 Report Share Posted August 8, 2021 @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. Quote Link to comment Share on other sites More sharing options...
Dizaka Posted August 8, 2021 Report Share Posted August 8, 2021 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? 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 8, 2021 Report Share Posted August 8, 2021 1 minute ago, Dizaka said: Why can't we just make it so that healers can capture buildings? I'd be fine with that, too. Next step: Wolololo! Quote Link to comment Share on other sites More sharing options...
guitomalito Posted August 8, 2021 Report Share Posted August 8, 2021 Sería interesante poder copiar los textos de las conversaciones, para pegarlos en el traductor, para facilitar las conversaciones a los que no saben ingles y poder responder con prontitud. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 8, 2021 Report Share Posted August 8, 2021 On 06/08/2021 at 4:47 PM, Gurken Khan said: Well, that sucks. Women can't enter the turrets anymore. 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted August 8, 2021 Report Share Posted August 8, 2021 1 hour ago, Gurken Khan said: Women can't enter the turrets anymore. This was done on purpose: https://code.wildfiregames.com/D3706#161503 The choice can always be reverted, but IIRC we had reasons for it, see convo there. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 8, 2021 Report Share Posted August 8, 2021 10 minutes ago, wraitii said: This was done on purpose I had no doubt it was done on purpose; I just wanted to roll my eyes to that with ostentation. 12 minutes ago, wraitii said: but IIRC we had reasons for it The only 'reason' given there is that you thought it was poor design, without any explanation why. :p Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 8, 2021 Report Share Posted August 8, 2021 (edited) 19 hours ago, Dizaka said: Why can't we just make it so that healers can capture buildings? (In DE priests can capture buildings) It at least prevents the phenomenon where if you have a priest in your selection and you tell them all to go capture a building the priest just stands around to get massacred by enemy defensive arrows. If they can capture too, it makes them a part of the action and at least makes the damage worth it. Edited August 8, 2021 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
chrstgtr Posted August 8, 2021 Report Share Posted August 8, 2021 20 hours 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. You can still have a lot of units while having 0 pop cap/production capabilities. Quote Link to comment Share on other sites More sharing options...
Ceres Posted August 8, 2021 Report Share Posted August 8, 2021 Just a minor thing (and maybe not appropriate to mention here?): Can we please keep the possibility to show something with the torch on the minimap also after a game has ended? We always want to point out to each other some exciting spot after the game's end but cannot, because the torch-on-minimap function is then not available anymore. Should I open an extra thread for this or add it to some kind of "ideas" list for future versions? If yes, can you please indicate where? Thank you! Besides, I would like to express my sincerest thanks to the developers, contributors, people testing, and the community that make this game so wonderful! We have not experienced any OOS with the latest version (playing with 3 humans and 1 AI on local network/3 PCs). 1 Quote Link to comment Share on other sites More sharing options...
MirceaKitsune Posted August 10, 2021 Report Share Posted August 10, 2021 (edited) Is there an unpack-and-run archive or appimage for Linux? I'd like to test but don't wish to make root system changes, for this test I'd prefer a version I can just run as user if possible. Am on Manjaro OS / KDE Plasma: I have the stable release installed by my system packages, don't want to make changes not maintained by the packages otherwise. Edited August 10, 2021 by MirceaKitsune Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 10, 2021 Report Share Posted August 10, 2021 Sadly no appimages yet. You have snap and flatpak. Manjaro should get a package update soon. Quote Link to comment Share on other sites More sharing options...
Ceres Posted August 17, 2021 Report Share Posted August 17, 2021 Again, I observed that there is no sound over HDMI in fullscreen mode on 2 Mini-PCs (Intel NUC and Gigabyte). Shall I bother to provide more details here about this? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 17, 2021 Report Share Posted August 17, 2021 1 minute ago, Ceres said: Again, I observed that there is no sound over HDMI in fullscreen mode on 2 Mini-PCs (Intel NUC and Gigabyte). Shall I bother to provide more details here about this? Make sure it's picking the right soundcard. Quote Link to comment Share on other sites More sharing options...
Ceres Posted August 18, 2021 Report Share Posted August 18, 2021 (edited) How? I started a new thread about this: Edited August 18, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 18, 2021 Report Share Posted August 18, 2021 On windows you can set a prefered soundcard in the sound panel. You can check which card is used in the system_info.txt 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted August 18, 2021 Report Share Posted August 18, 2021 I know, but that does not help: Quote Link to comment Share on other sites More sharing options...
Ceres Posted August 18, 2021 Report Share Posted August 18, 2021 If a game has been stopped by losing connection between the host and others (3 PCs on LAN with 3 human players + 1 AI), the stats (summary) are missing the AI, i.e. they look as if there was never an AI player from the beginning - only the 3 human players are shown. I know that such a game cannot be continued, but maybe there is something that could be done about the missing stats? Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 18, 2021 Report Share Posted August 18, 2021 3 minutes ago, Ceres said: If a game has been stopped by losing connection between the host and others (3 PCs on LAN with 3 human players + 1 AI), the stats (summary) are missing the AI, i.e. they look as if there was never an AI player from the beginning - only the 3 human players are shown. I know that such a game cannot be continued, but maybe there is something that could be done about the missing stats? I think it can't for the exact same reason you can't rejoin a game with AI. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted August 18, 2021 Report Share Posted August 18, 2021 You mean the stats of the "dropped" AI player are not available anymore after a disconnect by the host? Could they be cached? I know that this is a very minor thing and maybe not worth any trouble. Quote Link to comment Share on other sites More sharing options...
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