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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
AtG - General Discussion / Neutral pillaged iron mine?
« Last post by Mammux on February 10, 2019, 09:13:42 AM »
I've found a neutral pillaged iron mine, where there's also iron remaining in the deposit. Can I make use of that iron somehow? I seem to be unable to capture or repair the mine. I built a path in the square, if that makes a difference.

Th actual penalty is 96.88% of food above 72 is lost to spoilage.

This may be a reasonable things to do if it’s the Middle Ages and you’re cutting meat without salting or smoking it.  Also if you’re not canning fruit   However, the game allows techs for this 

The game doesn’t change the penalty once you upgrade your clans.  This is incorrect.  The percentage of spoilage should go down once you are storing food more efficiently   

Also the game doesn’t properly calculate food compared to useage.  If you buy 1 food at the caravan it calculates as 1 turn of food, not 1 food

I’ve spoken to Jon about it and it’s a bug that’s difficult to fix.   He will eventually fix it most likely in the September update

attached is a  game file showing the food shortage issue.  mouse over the food to show the tool tips and summary of food
AtG - General Discussion / Re: Hard mode - suggestions welcome!
« Last post by clayffo on February 09, 2019, 12:14:55 PM »
I don’t agree with limiting stone.  I’m always a fan of bigger is better. 

I have games like the one I posted in my thread that are way way excessive 80k gold, 30k wine, 10 knights fully juiced up, etc. 

This occurs because the ai is not playing, not taking resources, nor attacking.

Many of the op concerns will be solved once you have to increase your military at the expense of luxuries like ranches
AtG - General Discussion / near end game
« Last post by clayffo on February 08, 2019, 06:28:05 PM »
if anyone's interested in a great end game ready save, I have attached mine.  I focused on high wealth generation and high value items for sale (war horses and wine). 

game's not won yet.  will take some time and just clicking to get there .
AtG - General Discussion / v1.0.0.3
« Last post by Jon Shafer on February 08, 2019, 05:50:03 PM »
EDIT: v. has been replaced with v1.0.0.3. The only difference between the two is another possible fix for game not launching on Turkish language OS.

v1.0.0.2 is now live in the 'unstable' branch. Most of what's planned for v1.0.1 is in this beta update, although not everything. Several of the bugs listed for v1.0.1 I haven't actually been able to reproduce, so either things are either actually working as designed or involve a rare edge case I need to investigate more. In any case I expect v1.0.1 to go up on February 22nd assuming no surprises pop up.

Here are the patch notes for v1.0.0.2:


- Purchasing Food from the Caravan now provides a turn quantity based on current food consumption. This will make Food a much better value early compared with later in the game.

- Fixed bug where capturing a Structure would result in it having no Borders afterwards.

- Fixed crash that could randomly occur when starting a new game roughly 1 in 26 times caused by null character in map seed.

- Fixed bug where the Huns and Avars were unable to train Horse Archers.

- Possible fix for end turn button getting stuck down after alt-tabbing (or possibly clicking) out of the game. This would often show up as a huge increase in the amount of treasure a player had (and a greatly advanced number of turns).


- Clans can no longer enter foreign Settlements or Cities.

- Possible and purchased upgrades now disappear after retraining a Clan.

- Can no longer train something and skip the Settlement's turn to generate free Treasure.

- Fixed bug where victory screen would appear every turn after winning the game.

- Added missing description text for Clan Moods.

- Fixed reference to 'EMPHASISed' in text string.

- Must now be in debug mode for the delete key to work.


- Can now change display settings from the in-game options screen. These may still have some issues, so please report them in this thread if you notice anything strange or not working.



v1.0.0.1 is now available in the new 'unstable' branch on Steam. This isn't the full v1.0.1 outlined in the update plan but it includes a few preliminary important fixes that will be rolled out to the main branch once it's been tested a bit. It took longer than expected to get this first patch out since the two big fixes (the out of memory crash and crashing on launch in Turkish) were both much tougher than expected, and on top of this I had to completely rewrite the game's build and publishing script post-launch (the Mono version of the game needed some critical surgery right before the release and the process for uploading builds had to be mostly redone from scratch as a result).

On the plus side we've made a ton of progress on the memory issues, so crashes related to this should be much less common now. The executable location might be off for the Linux version unstable branch - if it doesn't launch just go back to the default branch and I'll have this fixed early next week. Once we've verified v1.0.0.1 is working for folks it'll be pushed to the default branch.

With this annoying stuff out of the way now updates should roll out much more smoothly going forward. The new target date for v1.0.1 is February 15 on the unstable branch and February 22 for full release.

- Jon
AtG - Bug Reports / Re: Very bugged conquering mechanics
« Last post by Yabby69 on February 08, 2019, 09:05:18 AM »
Agreed I just captured a neutral farm and logging camp, even after waiting the 6 turns, there is no production. When I abandonned both structures, I DID however receive the captured clans that were inhabiting them.
AtG - General Discussion / Re: Where is the roman capital?
« Last post by jon_speelman on February 08, 2019, 05:28:32 AM »

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).



AtG - General Discussion / Where is the roman capital?
« Last post by tcmots on February 07, 2019, 11:00:19 PM »
I have found western empire and have opened up all the contents of their border, but no capital? Do you have to identify it?
AtG - Bug Reports / Re: enemy settlement takeover crash
« Last post by sunako911 on February 07, 2019, 05:12:10 PM »
Take one of your armed units and park him on top of the enemy settlement indefinitely.   Whatever you do, don't enter or your unit will come back out as the enemy.   Because you can only have one city, you can never takeover their settlement.   Be sure to capture all the surrounding farms and mines.   

I think that crash is unrelated to the takeover.   My game crashes with the missing key issue almost every half hour.

ill try that and see if it helps. still keeping the post open tho in case someone else has another idea

Nope that doesn't even help at all the game auto crashes when i try to go to the next turn. to clarify everything was working flawlessly until i tried to "annihilate" an enemy. no crashes prior to that decision.
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