phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
Thanks will take a look at this now.
Still no knight change?
There was a thread about this at some point. Guilds is too late. They never see any use in my games because you need to beeline Guilds just to give them a decent window. Making them come earlier seems like kind of a no-brainer to me, and I've been wondering why they haven't been touched.I am unaware of any discussed knight change to comment on. Personally I find knights to be good units; appropriately placed in the tech tree (about mid way between horesman and cuirassiers), with a decent strength. Overall they seem well balanced.
If you wouldn't mind describing the gameplay changes you'd make (where to move knights, composite bowman stats, etc.) I'd be more than happy to just mod it for myself and copy over the existing archer graphics.Such a change would require a Composite Bow class to properly balance. Adding a new unitclass is not feasible unless achilleszero returns to the project, or the the project has another graphic artist volunteer to help out.
I had two crashes today after switching to 1.9.8b from... 1.9.7, I think. One was when I whipped to finish a wall. The other was when I switched two selected cities from Idle (a module I play with, it's a process like Research) to lighthouses and one city had more than enough hammers from chopping to finish the building in one turn.