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some questions :)

Crusader2010

Chieftain
Joined
Aug 17, 2014
Messages
62
Ok, so i've noticed something interesting. In the current game (haven't reached tribalism yet), after subduing an animal there is the option to make them fight each other in the arena - providing culture, gold and research to the city for 5 turns (i think).

After clicking on this, the button disappears from *most* of the other animals until the 5 turns are up. I've tested a bit and even if I choose a bird for example, the button doesn't appear even on monkeys or reptiles. BUT, for example tigers still have it! Apparently every subdued animal that can "auto-upgrade" to something (i.e. having that button on the bar) still has its "arena fight" button enabled.

1. So, is this right? Also, the bonuses seem to stack (at least that's what the interface is showing).

2. Queuing orders for any unit is a bit "off" in my opinion. If they already spent all of their movement, the next turn they still appear in the "available units" list (i.e. can cycle through them with Enter). They also don't seem to retain those orders unless I set them again (i.e. while the unit has movement points). So how can I make units properly memorize/queue orders given no matter the movement points remaining?

3. Gatherers seem to sometimes stop right before the last tile when issuing the order to create trail paths with the "route to" button. It's not consistent but it does happen. This might also be true for workers and/or other road types, but i'm not sure. Any ideas?

4. Is there any way to "force" a worker unit to keep building something even when there are enemies around him? right now I have to reissue the order every turn until completion. (PS: for point 3. above, there were no enemies around the gatherer).
 
3. Gatherers seem to sometimes stop right before the last tile when issuing the order to create trail paths with the "route to" button. It's not consistent but it does happen. This might also be true for workers and/or other road types, but i'm not sure. Any ideas?

There is an option in BUG that stops workers from completing an action just before the last turn. You probably have that turned on. I do not use it myself - but a lot of players like to pre-build/chop an improvement/change - i.e. pre-chopping a forest, so it only takes one turn when needed.

Just guessing. :)
 
There is an option in BUG that stops workers from completing an action just before the last turn. You probably have that turned on. I do not use it myself - but a lot of players like to pre-build/chop an improvement/change - i.e. pre-chopping a forest, so it only takes one turn when needed.

Just guessing. :)

I double checked and the option is off. So either i'm missing something or there is some way that it temporarily gets turned on,under certain conditions :( Although if i think about it, the worker doesn't stop before the last turn... it stopped before the last tile where i told him to create a road. It didn't even move on that tile :D
 
Sorry I don't understand your first point - perhaps a picture will help.

Let me rephrase. Some subdued animals give the option to kill them by "animal vs animal or animal vs man" fights (it's a button on the bar with other possible orders) - giving bonus culture/gold to the city for 5 turns. When clicking on this, the button doesn't show up anymore for the other animals that had it before, until those 5 turns are up. There is one exception to this: subdued animals that can also get "auto-upgraded" to something (i.e. they have that blue arrow button among the orders) - they always have the "fight with another animal" order available. I'm wondering if this is right (and not too overpowered), to be able to just keep on stacking these bonuses (by killing mostly felines for example).
 
If it shows up any time for a subdued animal it should show up all the time. It consumes the animal so isn't overpowered and is underpowered at the moment. It is one of the things that needs to be looked at.
 
If it shows up any time for a subdued animal it should show up all the time. It consumes the animal so isn't overpowered and is underpowered at the moment. It is one of the things that needs to be looked at.

Ok, but then why does it go away for the other animals (i.e. that cannot be upgraded to trained dogs/cats etc) ?
 
Ok, but then why does it go away for the other animals (i.e. that cannot be upgraded to trained dogs/cats etc) ?

Because animals have been added in in layers. From serious threats to almost harmless. There was a Lot of boohooing going on when Pigeons would kill your chaser or tracker or clubman.

As these layers got added and tweaked some retained the original coding and others received modified coding.

The team has just too much on their collective plates to fully address all these concerns/complaints. Is it really such a big deal? Just sayin'.

JosEPh
 
The team has just too much on their collective plates to fully address all these concerns/complaints. Is it really such a big deal? Just sayin'.
JosEPh

I just noticed them (being new to this forum and to this mod), so no need to get defensive :) I'm not asking for anything, just wondering if they are bugs/oversights/intended etc.
 
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