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Topics - Mozleron

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AtG - Bug Reports / 1.0.1 System.OutOfMemoryException
« on: February 26, 2019, 01:33:31 AM »
I have tried to load the Turn 073 save game multiple times and it instantly crashes. 

If I load the End of Previous Turn save, it crashes when I end turn.

We can strip these little clans down to just bare, generic, lifeless units, but what about some mechanism to build them back up again, whether by random chance or "experience gain" or even direct education, such as it was back in the day?

It's cool that this mysterious Rome likes to send us presents now and then, but how do they get to us?  It could be interesting if they actually came along with actual emissary units that could have all sorts of extra "fun" attached to them.

I'd also like to see these mysterious Caravans on the map.  There's bandits, so why not heavily armed caravans?  I'm guessing this could add an entire extra layer to the economics of this game, and could even add the possibility of clans becoming traders, who are able to go out and trade directly with the other factions, and maybe even go so far as to set up regular trade routes, since that was certainly a thing going on LONG before this game is set.

AtG - General Discussion / 1.0.0 Selecting input goods for crafters
« on: February 02, 2019, 05:09:21 AM »
I know there's already something on the list for being able to disable conversion of certain goods, such as animals and the like, but I'd like to take that a step further.  I'd like to be able to dictate which animal or plant types are going to be used by each clan for their various crafting jobs.  Maybe I have a better ranch on a type of animal that's lower in the priority list and want them to use that for making Parchment rather than draining my Auroch farm that isn't presently replenishing properly?  I'd rather they use the animals from the better ranch than drain the one that's not quite ready for it just yet.

AtG - General Discussion / 1.0.0 Abandon Structure, where does it go?
« on: February 02, 2019, 05:04:21 AM »
When Abandoning a structure, where exactly does it go?  Since we don't get the materials back, wouldn't the building just stay there?  Wouldn't it make sense for you to be able to send another clan out to work it without having to spend to rebuild it again?  What if you just got an Instructor and now want to remove some of those nasty traits from the people you sent to the field because of all the fights they'd get into otherwise?

I would like to see Structures remain on the map after removing the clan, and have them available to be worked at some later time by the same or a different clan.  I'd be happy to be able to tear them down for a portion of the resources back if they're in the way and actually need to be cleared out.

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