Search found 29 matches
- Mon Aug 17, 2020 9:46 pm
- Forum: Others
- Topic: Gunpowder : should it be time limited?
- Replies: 12
- Views: 1907
Re: Gunpowder : should it be time limited?
I completely agree. I would like gunpowder to be an option for setting up a new game just like spells. Almost everything is a 1-hit kill late in the game and we just have armadas of double cannon ships supported by a few galleons rushing at each other and wiping each other out depending on who gets ...
- Fri Jun 05, 2020 1:02 am
- Forum: Other discussions about the game
- Topic: How to use Condotierro to hire mercs?
- Replies: 8
- Views: 2039
Re: How to use Condotierro to hire mercs?
Yes you can! It brings up the ghost image like other production and you can drag it around.
- Thu Jun 04, 2020 5:16 pm
- Forum: Other discussions about the game
- Topic: How to use Condotierro to hire mercs?
- Replies: 8
- Views: 2039
Re: How to use Condotierro to hire mercs?
Yes, it consumes both. Same with a mining cart (depending on the value). Doesn't seem like it's worth it in most situations because you're using 4 turns' worth of TC building for a 2-turn unit. More useful when you have some extra mining carts available near the front lines.
- Thu Jun 04, 2020 4:31 pm
- Forum: Other discussions about the game
- Topic: How to use Condotierro to hire mercs?
- Replies: 8
- Views: 2039
Re: How to use Condotierro to hire mercs?
Yes thank you! I just tried it out in a skirmish. Looks like at least one of the couriers can even be 2 tiles away instead of adjacent, and even the ore works.
- Thu Jun 04, 2020 12:30 pm
- Forum: Other discussions about the game
- Topic: How to use Condotierro to hire mercs?
- Replies: 8
- Views: 2039
How to use Condotierro to hire mercs?
Trying to figure this out in a skirmish and just can't get it to work! I put him in an open field, tap the "hire Varangian" button, and it says "need 2 units". I tried putting other units around him and he has 6-7 turns left and could even pay himself. Do I need to have a mining ...
- Fri Mar 01, 2019 6:45 pm
- Forum: Crashes
- Topic: New Update Instant Crash on Multiplayer IMPLEMENTED
- Replies: 2
- Views: 1862
New Update Instant Crash on Multiplayer IMPLEMENTED
Daniel, I just got the March 1st update and now the game crashes immediately when I click "Multiplayer Games", but not the other buttons. I have a Google Pixel 2. I've been having frequent in-game crashes with this new phone that have been frustrating but i exit often to save progress on l...
- Tue Oct 18, 2016 7:06 pm
- Forum: Structures
- Topic: Structure: Palisade wall IMPLEMENTED
- Replies: 44
- Views: 18765
Re: Palisade
So I was excited about the pallisade, but then when I tried it, it still takes 2 turns to build, just like a wall. So why would I ever build the pallisade if it has 1/3 the HP, less armor, and takes the same time to build? The first turn the worker places it with 1 HP, then finished it the second tu...
- Fri Sep 02, 2016 2:40 pm
- Forum: Crashes
- Topic: Multiplayer reverting to previous turn for re-do
- Replies: 14
- Views: 7146
Re: Multiplayer reverting to previous turn for re-do
Out of 100 turns, I would say 2-3 times.
It's happened in about half of my games, and of those that it happened, it's usually only once or twice per game. Sometimes early, sometimes late in the game.
It's happened in about half of my games, and of those that it happened, it's usually only once or twice per game. Sometimes early, sometimes late in the game.
- Fri Sep 02, 2016 1:23 pm
- Forum: Crashes
- Topic: Multiplayer reverting to previous turn for re-do
- Replies: 14
- Views: 7146
Re: Multiplayer reverting to previous turn for re-do
Sorry, I don't understand what you're asking.
- Thu Sep 01, 2016 4:08 pm
- Forum: Crashes
- Topic: Multiplayer reverting to previous turn for re-do
- Replies: 14
- Views: 7146
Re: Multiplayer reverting to previous turn for re-do
Daniel, 1) Complete turn in multiplayer 2) Game says "sending to server", brings you back to main screen 3) Later or next day, turn notification with fresh 24 hr timer 4) Open up game and units are back at where they were at the beginning of last turn 5) Complete turn in same or different ...
- Wed Aug 31, 2016 8:49 pm
- Forum: Structures
- Topic: Dock upgrade IMPLEMENTED
- Replies: 21
- Views: 10685
Re: Dock upgrade
Love the image. Looks like a "shipyard". Maybe that should be the name of the upgrade? If we're trying to stay within the same historical age, then maybe my idea of a floating fortress is a little far fetched? I would be plenty happy with a dock upgrade for now. It would definitely be cool...
- Mon Aug 29, 2016 2:00 am
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39710
Re: Variant rule - food limits
So before I was thinking that on a per-turn basis the expensive units would be "cheaper" in pop units. But, you're right, that causes the same problem. Why would you make a Hoplite that costs 4 pop when a fully upgraded Man-at-Arms is just as good and only costs 2? I think one flat is the ...
- Sun Aug 28, 2016 6:47 pm
- Forum: Structures
- Topic: Armored water-based structure IMPLEMENTED
- Replies: 10
- Views: 5316
Re: Armored water-based structure
Maybe there needs to be two separate adjustments? I just hate that docks are such easy targets yet everything you build there takes 4-8 turns so you often have 6 turns invested in a cannon ship and something comes along next turn takes it out. I'm thinking along the lines of upgrading it to a "...
- Sun Aug 28, 2016 6:17 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39710
Re: Variant rule - food limits
The exact number could be adjusted. I'm just trying to suggest a trend that favors more expensive and specialized units. That's just the adjustment I think the game needs. I'm not sure if others agree with that, though. If the blacksmith techs affected all units I think it would do the same job, but...
- Sun Aug 28, 2016 6:06 pm
- Forum: New game types in the game (like capture the flag)
- Topic: Game setting - Population Limit (Variant rule - food limits)
- Replies: 98
- Views: 39710
Re: Variant rule - food limits
If you implement a simple formula or categories for the cost-to-pop ratio, you could encourage the use of the more advanced units. Personally I think all the great work that has been done to implement Hoplites, Legionnaires, Templar Knights, Hussars, etc is going to waste because they don't get the ...
- Sun Aug 28, 2016 4:29 pm
- Forum: Others
- Topic: Kicks/Skips-Badge
- Replies: 6
- Views: 4511
Re: Kicks/Skips-Badge
Have you tried tapping on your badge at the top when looking at the multiplayer page? It's possible you weren't actually getting skips but you just don't have enough active games to keep your badge up.
- Sun Aug 28, 2016 4:26 pm
- Forum: Structures
- Topic: Armored water-based structure IMPLEMENTED
- Replies: 10
- Views: 5316
Re: Armored water-based structure
An upgraded dock would be nice, but I also think it would be cool if a mending ship could build some sort of water fortress out on open water to act as a kind of hub or waypoint for ships to seek protection when needed.
- Sun Aug 28, 2016 3:15 pm
- Forum: Structures
- Topic: Armored water-based structure IMPLEMENTED
- Replies: 10
- Views: 5316
Armored water-based structure IMPLEMENTED
Over the last few weeks I've really seen a need for some way to protect my ships from hordes of fire archers and towers. An island map riddled with fire archers makes any ships other than cannon ships essentially useless, and even cannon ships become close to useless if the fire archers have +2 rang...
- Sun Aug 28, 2016 2:58 pm
- Forum: Crashes
- Topic: Multiplayer reverting to previous turn for re-do
- Replies: 14
- Views: 7146
Multiplayer reverting to previous turn for re-do
I have had this problem for a while now, and assumed it was known but it has gotten worse. I'm using a Samsung Galaxy S7 Edge - Basically, I'll make my normal turn in a multiplayer game. It'll send it to the server, then the next player will go, or sometimes an entire round of players. The next day ...
- Tue Aug 02, 2016 6:02 am
- Forum: Unit balancing
- Topic: turtle ship range
- Replies: 21
- Views: 11452
Re: turtle ship range
I agree that they are useless. But I wanted to show a picture from my vacation in South Korea this summer. I found a replica full-sized turtle ship in the town where it was invented by an admiral to defend against the Japanese invasion in 1592! The town is Yeosu. The point of the ship was that the J...
- Thu May 12, 2016 4:48 pm
- Forum: AI
- Topic: AI has upgraded units when they should be disabled
- Replies: 5
- Views: 3338
Re: AI has upgraded units when they should be disabled
Ah OK, good to know! I guess that makes it a little more competitive then.
- Thu May 12, 2016 2:17 pm
- Forum: AI
- Topic: AI has upgraded units when they should be disabled
- Replies: 5
- Views: 3338
AI has upgraded units when they should be disabled
I'm currently playing in a 4-person game called "Xaniro" where we have kicked two inactive players that are now AI, and llXaniroll and I are playing the rest of the game. "Enable Upgrades" is set to "no" but one AI is hitting me with Broad Swordsman and the other has po...
- Fri Apr 29, 2016 3:02 pm
- Forum: Solved/Answered
- Topic: Activeness badge continues dropping IMPLEMENTED
- Replies: 24
- Views: 11631
Re: Activeness badge continues dropping for seemingly no rea
Thanks for the clarification. I was under the impression it just had to do with how quickly you played your turn. I feel like if I'm in only 3 good long private games at a time but I always make my turn in 10 hrs or less, I should be considered a dependable player. I guess I'll join a few more games!
- Tue Apr 26, 2016 10:33 pm
- Forum: Solved/Answered
- Topic: Activeness badge continues dropping IMPLEMENTED
- Replies: 24
- Views: 11631
Activeness badge continues dropping IMPLEMENTED
Hello, this is "goose88". I had achieved the highest activeness badge as of about a month ago. I went on a trip where I had poor service last week, so I resigned in 2-3 games where I was about to die so as to not hold the games up (or get skipped), and I think I ended up getting skipped ma...
- Tue Feb 23, 2016 4:48 am
- Forum: Other discussions about the game
- Topic: player stats in the black
- Replies: 7
- Views: 3616
Re: player stats in the black
Also thought this would be great. I'd love to know the relative skills of the other players, both for planning with a teammate or who to watch out for the most. Should keep track of wins, losses, and games played. Would be nice if you aren't penalized for quitting a game where 3-5 other players quit...
- Tue Feb 23, 2016 4:42 am
- Forum: ARCHIVED - Answered suggestions
- Topic: upgrades for Hoplites, Legionnaires, etc? - ANSWERED
- Replies: 3
- Views: 3918
upgrades for Hoplites, Legionnaires, etc? - ANSWERED
After a month of playing I finally noticed that my Swordsmith lvl 1+2, infantry armor, and cavalry armor upgrades via the Blacksmith do not actually updgrade some of the bonus units that should fall into those categories. Was this an oversight or done intentionally? Once you've got a few upgrades do...
- Mon Jan 18, 2016 4:19 pm
- Forum: Gameplay & UI
- Topic: Show opponents' turn movements in multiplayer
- Replies: 1
- Views: 1276
Show opponents' turn movements in multiplayer
It would be helpful to be able to see the progression of movements of your opponents in multiplayer when you launch the game for your turn, instead of just seeing the final result. You can watch the movements in the campaign maps, so I'm not sure why this wouldn't be an option in multiplayer. It wou...
- Fri Jan 15, 2016 6:15 pm
- Forum: Gameplay & UI
- Topic: Visual indicator for capacity of transports
- Replies: 11
- Views: 2388
Re: Visual indicator for capacity of transports
Thanks, yeah I mean buildings and towers have the "lights on" indicator which helps and I think it would also be helpful for transport units. I remember back to StarCraft or Command & Conquer, they had little dots or solid bars above the transport units indicating how full they were.
- Thu Jan 14, 2016 4:28 pm
- Forum: Gameplay & UI
- Topic: Visual indicator for capacity of transports
- Replies: 11
- Views: 2388
Visual indicator for capacity of transports
I would love it if units like transport ships, wagons, etc had some type of visual indicator for whether or not they are carrying anyone (just for that player). Even better, if it has 3 spots, an indicator as to how many spots are taken. This would make it a lot easier when ferrying people back and ...