- User Since
- May 24 2021, 1:26 PM (57 w, 6 d)
Wed, Jun 22
Thu, Jun 16
Wed, Jun 15
See my post on the forum, I prefer to discuss changes there.
Mon, Jun 13
I have read through the patch and every garrisoned animal provides a food tickle of 1 food per interval.
Apr 30 2022
Tooltip still said x1.75 and there was an attack/armor issue.
Apr 29 2022
I like the idea of this patch.
As an alternative for this differential, I created https://code.wildfiregames.com/D4625
Apr 24 2022
Mar 14 2022
Mar 13 2022
I agree there this patch has indeed its limitations, but my aim was not to create something that was perfect.
Mar 8 2022
I am not really happy with the acceleration value of 18 which feels unpleasant.
Feb 25 2022
Jan 23 2022
So the archery range is a building where Spartans, Mauryas and Romans can train exactly 1 unit.
Dec 25 2021
Dec 24 2021
Dec 6 2021
Nov 6 2021
Less territory decay is useful if your buildings are not connected to a territory root. Hence this bonus seems to have offensive utility as houses and temples that you capture in enemy territory don't go back to an opponent as swiftly. Anyway, I think buildings decay way to swiftly.
I found this tread about buffing Kushite civic buildings. Maybe it is an idea to merge both.
Nov 5 2021
Oct 26 2021
I think unit acceleration can help for more realist looking movement. However I would not like to see an effective increased turn rate, but that could be fixed with some changes in turn rate.
Oct 15 2021
Sep 23 2021
Their cost is reduced to 150 stone, build time to 120 seconds. Can someone elaborate on why this is good costs?