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Recent Posts

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11
AtG - General Discussion / Re: List of faction attributes?
« Last post by jon_speelman 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.

 


12
AtG - General Discussion / Re: List of faction attributes?
« Last post by Deangelis on February 12, 2019, 01:25:18 PM »
I'd love to see it too. If it doesn't exist, I may be able to make one. Hopefully it does though.
13
AtG - Bug Reports / Re: Crash while moving an unit
« Last post by bshaftoe on February 12, 2019, 07:49:06 AM »
I am attaching the savegame as well, because I have just checked and the crashes should be reproduceable by simply moving the newly idle Digger.
14
AtG - Bug Reports / Crash while moving an unit
« Last post by bshaftoe on February 12, 2019, 07:44:53 AM »
Hi,

I was moving an unit, from one tile in which I had just discovered an Iron Deposit exactly that turn (Winter), and I pressed 2/Down on the numerical keys (right side of the keyboard), and it crashed. World's ID is XBL-BPV, and the unit is a Digger with Eloquent and Local.

Logs and stacktrace attached.

Cheers,
15
AtG - General Discussion / List of faction attributes?
« Last post by jon_speelman 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
16
AtG - Bug Reports / Re: Lombards can't train wood collectors. Feature or bug?
« Last post by jon_speelman on February 11, 2019, 06:32:40 AM »

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




17
AtG - Bug Reports / Re: Lombards can't train wood collectors. Feature or bug?
« Last post by hisp on February 11, 2019, 05:29:45 AM »
This is a buggy feature.
It's on the fix list as a balance issue, target 1.2 release.
Quote
BALANCE: Lombards too hard to play at the very beginning
18
AtG - Bug Reports / Crash 1.001
« Last post by jon_speelman 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

19
AtG - Bug Reports / Lombards can't train wood collectors. Feature or bug?
« Last post by jon_speelman 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


 
20
AtG - General Discussion / Re: Neutral pillaged iron mine?
« Last post by clayffo on February 10, 2019, 11:47:47 AM »
No this feature will be added at a future date

You can only cap functional ai and neutral camps
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