If you've contributed via Kickstarter/PayPal/Humble at a level where you're entitled to private alpha test access or a Supporter badge please send Jon Shafer a private message with your email address.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jon_speelman

Pages: [1]
1
AtG - General Discussion / Re: near end game
« on: Yesterday at 04:56:21 AM »

Hi Clayffo,

Many thanks for posting such an interesting endgame where indeed your position is utterly overwhelming.

The things that interest me most are how you got so many clans and how you've kept them all happy in the settlement.

I presume you must have had several patrons and maybe sculptors in the settlement at some stage and also captured quite a lot of units.
(I gather that once you reach 72 clans, trying to increase the limit crashes the game - is this still the case?)

Obviously once a couple of coinmakers are up then the economy is stable but it must still have been a real undertaking tuning it so well.

With so many bods in the settlement, I guess you'll always have a crime preventer and some mood enhancers (I don't know offhand which these are precisely but believe that intimidating are the former and eloquent the latter - are there other traits that have the same effect?

I see that several clans have lost presumably obnoxious traits so presume that you had an instructor while you were sorting it all out. And I also noticed that a lot of the guys are ennobled.  Is that the simplest way to improve their mood when alcohol fails?

Cheers,

Jon





2
AtG - General Discussion / What shall we do witht the resentful miner?
« on: February 14, 2019, 09:06:30 PM »

Hi,

I'm trying the Lombards in my latest game and it's certainly tough in the opening but about move 240 I finally stabilised the economy with a coinmaker and source of coal.

Stupidly, I used a disgraced and fractious miner to build the coal shaft mine and he has kept on getting resentful to the point that it would now cost 80 alcohol to placate him for a few moves. He wants me to punish a cheerful and accomplished wood carver inside the settlement but I already sided with this guy against the miner yonks ago and I don't even have the option.

So I have a permanent coal mine which is producing no coal and the question is what best to do about this. Should i abandon the mine and then rebuild one with another more helpful miner when I get a new bod  - I've got plenty of stone blocks to do so if necc and have just tested this to see that the coal remains (though not that you can rebuild on it). . Or is it better to add an apprentice who will work and will he when his boss is on strike? 

Regarding unhelpful clans also what can you do if a leprous guy turns up who takes a while to train? Obviously if you have an instructor and parchment you can zap the leprosy immediately but otherwise there's no quick way that I can see to get him out of the settlement and the -2 mood of all other clans there may well totally freeze the economy until he's safely away.

Any ideas please?

Cheers,

Jon


3
AtG - General Discussion / Re: List of faction attributes?
« on: February 13, 2019, 12:31:52 PM »

Hi again,

I've finally found where the info is. When you start a new game you can hover over the tribes and get a tool tip (very likely others knew this too but thought it too facile to point out).

Anyway here is the list

Cheers,

Jon

The Goths
Start with 15 food and 100 treasure (default is 10 and 40)

The Huns
Can train Horse Archers and start with one (HA). Cannot own structures

The Vandals
Receives gifts of food or treasure from Rome every couple of years. Locked in a permanent alliance with all Roman factions.
(so presumably can only win by training legions)

The Alemanni
All clans will have at least one +ve trait and no fully -ve traits but -50% fame

The Picts
Starts the game with 8 clans (default is 3)

The Lombards
Starts the game with all resource deposits identified but cannot train any clans in foraging professions.

The Franks
+1 mood bonus for all clans but permanently at war with all factions which don't follow Nicene Christianity.

The Slavs
Units no longer require supply except when within another faction's borders.
 
The Saxons
Start the game next to the ocean with a free galley. Bonuses provided by deserted locations doubled.

The Avars
All units have +1 move point. Can train horse archers. All units require 1 additional supply.

 



4
AtG - General Discussion / List of faction attributes?
« on: February 11, 2019, 06:44:18 AM »

Hi,

I've for looked for a list of the attributes of the various factions and can't find it either in game or here.

Probably being dopey but please either point me to it or provide one.

Cheers,

Jon

5

Thanks Hisp,

Is it a bug then if as the Lombards you draw a clan which is already a wood collector - as I did in one of these proto games?

Cheers,

Jon





6
AtG - Bug Reports / Crash 1.001
« on: February 10, 2019, 09:55:51 PM »

Hi,

Here's a save that crashes when you end turn.

Not at all clear why since message generic.

Cheers,

Jon


7
AtG - Bug Reports / Lombards can't train wood collectors. Feature or bug?
« on: February 10, 2019, 06:31:02 PM »

Hi,

I've just tried to start a game first under 1.01 then 1.00 and can't seem to get Lombards to train wood collectors.

I get the message: "This item can't be trained by this faction."

I can't see in the help menu  what characterises the various factions.

So is this correct or a bug please? (Is there some better Lombard unit that supplants wood collectors?)

Cheers,

Jon


 

8
AtG - General Discussion / Re: Where is the roman capital?
« on: February 08, 2019, 05:28:32 AM »
Hi,

You have to wander round until you find it (Rome for the W, Constantinople for the E). Roman cities appear without name on the map but if you left click on them then the name appears in the bottom left of the screen.

At the moment, you can wander round with say 6 knights using their roads and passing through their cities without declaring war and then finally declare war when you locate the capital. This doesn't cause your units to be chucked out of their territory like in civilisation so you can attack next move or even that move. I imagine that this will be amended in some way in a future patch. (Can't imagine the Romans tolerating a vast army of barbarians stomping through their cities without trying to do something).

Cheers,

Jon


 

9

Hi again,

Apparently this is nothing to do with my surveyor or indeed any one of my units but some AI action since it's happening on the same turn whatever I do (tried building a bard instead.)

Cheers,

Jon

10
Hi,

After my surveyor attempts to build a path, I  get a crash with "attempting to build a path from a tile to itself"

Save attached - just press enter for this error which cannot be ignored and has to lead to abort.

Cheers,

Jon

11
AtG - General Discussion / Re: General tips - No House Rules
« on: February 05, 2019, 12:12:16 PM »

Hi,

Once you're up and running, I think you should prioritise maximising knowledge and fame (while obviously having enough boys to defend yourself) and then beeline towards coin making. These yield a huge amount of wealth as long as you have a supply of coal and completely transform the economy. In the game I'm now playing I got the first coin maker in Sept 406 and now have two. With uppgrades, they yield over 700 gold a turn which  means basically that you can buy a complete caravan if you like three times a year. Arguably they are over powered but at the moment they are wonder units (If anybody here plays galciv3 it's like the transformation you achieve when you get tourism and "easy to please".)

Cheers,

Jon

12

Many thanks FizzyElf,

I've restarted 100(!) turns earlier and found the Romans but am currently faffing while I funnel my troops through a pass which leads to them while avoiding damage - still not great fun and a "move safely" command would certainly help though perhaps not easy to implement)

I think on this map water based exploration wouldn't help much since a huge continent with enormous NthSth mountains and little coastline but I certainly agree that you should get some boats up before declaring a kingdom if you're going to (I hadn't realised that you couldn't build boats if territory adjacent to water but settlement not: maybe a watch tower could also serve as a fortress/port to alleviate this?)

Is it allowed to take a watchman/watchmen  with you and then build a tower when necc? I used this to avoid damage when crossing a large stream but the tower was contiguous with my territory. If so is an isolated watchtower an exploit or merely helpful given the logistics?

Cheers,

Jon


 

13
AtG - General Discussion / Mountain rangesd, streams and finding the Romans
« on: February 05, 2019, 07:50:36 AM »

Hi,

In my second proper game as the Goths I got the economy stabilised about move 160 odd (Sept 406) with my first coin maker and now have 2 coin makers and a source of coal which means I can clean the caravans out completely rather than think.  (nearly +500 gold per turn - incidentally while it's nice to have so much aren't coin makers a bit over powered?)

I guess I could win economically in 120 turns by sending bods to Rome but I tried to capture a capital and sent out 9 knights to find the Romans.

I've now spent I dunno, 3 or 4 years - trying to get through mountain ranges, ford streams and avoid impassable rivers  and by over extending their moves (ie using the mouse to go too far so that they can't encamp when necc ) have got eight left, some of them badly injured who have just been cut off at the very south of the map by yet another river and an impassable mountain range:or rather the pass I now realise I should have gone through is 30 or so squares north through desert.

I realise I'm being a bit incompetent with the moves and the searching but this doesn't seem great fun and I was wondering if other people have had the same problems and what ideas they have for ameliorating them. 

Cheers,

Jon

Incidentally is there any advantage in taking out annoying neighbours. Since you can't do anything with their settlement, I haven't understood what there is to gain as long as they're  harmless if left alone?




14
AtG - General Discussion / Re: Help please in first serious game.
« on: January 30, 2019, 04:10:05 PM »

Many thanks nindustrial.

Cheers,

Jon



15
AtG - General Discussion / Help please in first serious game.
« on: January 30, 2019, 07:30:21 AM »
Hi,

I was able to play with the alpha but never completed a game and am now trying my first one in 1.0.

I'm on turn 360ish - July 415 and my economy is absolutely fine with 49/42 units (presumably including captured farms etc which the Romans haven't yet retaken) and including crucially a coinmaker in the settlement who with a strong supply of coal is giving me a couple of hundred gold a turn so i can get anything I want from Caravans  - though I've messed it up re cloth and am waiting to increase the clan limit. I've also almost completed the tech tree with everything but shearers as far as I can see. What happens when there are no more techs to research btw?

I've invaded the Eastern Roman Empire with five knights and an explorer for vision and found lots of cities but not the capital.

My main question is how I can identify this? There's one with 3 legions inside a cataphract and an equite which I can't yet take anyway - so I guess I'll end up sending the lot home healing them retooling with a couple more companies of knights and returning the 100 and something hex march back. Incidentally is there a mode where you can see map references and so calculate approximate distances by subtraction?

Is there something special to indicate the capital or are the foolish Goths not able to recognise one when they see it?

Also was 5 knights a reasonable attacking force. Would a quartermaster have helped and if so how?

Many thanks,

Jon





Pages: [1]