metal max! though... the browser/flash one is a bit... meh..
alaknebs
1.1->1.11 shows 1.99gig starting update goes well beyond 10meg and the 1.9 gig didn't change at all. cancelled the d/l the reg entry is same as the 2 screenshots above blanked the reg entry.. start impulse again... still shows 1.99 gig digital copy.. since 1.00
don't you get fed up trying to collect characters and the like in those games? practically asking to play in front of a walkthrough.
... that "3d"ish avatar kills eyes...
[quote who="troglyte" reply="19" id="2861184"] I think it's perfectly reasonable to gain flanking attacks from two small units against one big one. Every played RTW or MTW? Flanking a large unit with your cavalry is one of the best tactics available, especially if you can attack both flanks at once. If you want to split your squad you send 2 squads of five, not one squad of ten. Remember the entire squad is supposed to be focusing on your target, that's what gives them the advantage.[/qu
[quote who="troglyte" reply="16" id="2859968"] If someone tried to pull a bow on me when I had a sword, he's probably get his arms cut off. Deciding who is 'too busy' to fight the archer could be a real pain for the design. I would just make a rule where you can use your bow at point blank if it's a rear flank attack. Either that or not at all, already most games don't allow it. [/quote] that's nonsense. it's a turn based game... so until combat is joined, there's no r
[quote who="troglyte" reply="9" id="2858922"] I think there's a threshold. The farther an archer wants to send his arrow, the higher he must arc it. The higher he arcs it though, the more inaccurate it becomes. They can shoot straight in front of them if the enemy is close enough. But archers shouldn't even be allowed to use their bow if the enemy is standing next to them.[/quote] so it gets more inaccurate if something (a hill tile even) is in the way.. that's better
you sure you can't customise mouse buttons with logitech drivers? it's a bit rubbish though as not all options are there for each button... eg.. i'm using the revolution mx... there are like 2 buttons on the side next to the thumb.. and i think i set one of those to the middle button, because the button at the top (not the one on the wheel as i never set wheels as middle button)... you can't actually set as middle button. i have that as double click instead. &nb
thing about archers are... they shoot upwards. so.. it's not inconceivable to hit the enemy with your mates closeby. just difficult if it's really close. perhaps they should think about having units locked in melee. after all, the animations are there already (beat me why they want to run around facing different directions.... just to get hit!)... those you can't shoot.. but whose just standing around in the next squares you can. but it'll be tric
strange enough.. sots does autosave before and after turn change... i think (well.. there's auto save.. autosave end turn.. and one other one anyway... )
1 thing that bugs me are ai archers. as in sometimes there just isn't any point to play hide and seek. they have same or less movement points and they run when they are last unit and you move next to them. it's not like they can retreat.. so why bother waste another turn or two to get to the edge of the map.. and then die anyway?
depends on where you installed the game. doesn't it? is there a shortcut to the game exe on desktop or start menu? open up the properties of that shortcut and find where the file is..
why do you need prestige as yet another resource to limit cities when there's food doing the same thing?! where does ai get all the food from? you could argue levelling up city should not increase base pop... or higher level city base using up more food.. to stop the silly thing where you knock down all you houses after getting it to lvl 5 (never done it myself.. don't see the reason to lower my taxes.. just saw someone mentioning it) come t
don't spell damage/effect have int requirement?
speaking of targeted stuff.. what happens when a pioneer enchanted with +2 move (+ boots + cloak = 6 move in total... no horses yet!) found a settlement? guess i might find out the next time i play .. as i have one on the way via a very long (raised) road (out of water) around some faction's zoc.. though probably won't be playing for a while yet... going to muck around with sots for now. before you ask.. non-reproducible insofar as it crashes and i just load the
how does ai affect the minor factions? or rather, where do you adjust the ai for them (so they upgrade the equipment on the daughters i send their way!).. this is in general.. rather than this build.
... wasn't it always the ones in the middle that are picked for the game?! or at least hasn't changed in the last one or two stable versions?
thanks. saw it.. noticed the bit with alignment before.. no idea what it does (why the need for yet another tag when there's empire/kingdom already) i don't really play against pre-made factions.. just wanted to flag this up to fix.
happy holidays and stay safe
that's logical.. but is it the way elemental works? do all the different caravans between the corresponding cities show the same numbers for the number of trips/turns/whatever till the road level up? or for that matter, assuming ab and bc is same distance... and all caravans started off at the same time, do they show the right numbers (whatever they are!) ... if ab's caravan got destroyed and you build another one and send it along the same road.. will the "xp"
...why is that though? for that matter.. imagine a 3 stop straight road. a-b-c... does it make it even faster with 6 caravans? a b b c and a c ...
i reckon they should split roads and caravans... don't know if it's me or not.. but i think i've seen roads move before. i think i saw a road change path after i terraformed a short cut around a mountain. but then again, it could just have been coincidence where the new caravan arrived after the land was raised (out of water) and created road there. so.. you can have roads as an entity.. that upgrades on its own based on usage. (by whatever) and y
what you wrote didn't really contradict anything said above. the simplest way to get no caravan sent is like what you said.. incoming caravans but not the other way. which as i mentioned is a bit of a silly way of doing things. other ways to get no caravan sent would be if the caravans you sent to another place are destroyed and you just didn't send a replacement. mind you.. funny when the caravan sometimes is a bloke walking along the road with a
which is a bit of a silly way of doing things... like saying merchants only sell things and bring gold home (wait.. doesn't that mean -ve gold on the other side?!)
[quote]Ahrimahn[/quote] need to figure out what to do about terraform magic though.. i think i've destroyed a xtal tile by raising some land near it... yet a reload and after building the mine itself.. it stayed when i raised some other nearby land. and not sure about forest thing as unlike other terrain.. you can't build up to them (well.. you can chop the surrounding forest i guess..) ----------- <a