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Author | Topic : January 2005 - Updated | |
Fulcrum0 Posts : 314 | Posted : Monday, 10 January 2005 - 08:12 Req, what about the fact that, as an attacker you cant destroy towers? was that intended in your upgrade? | |
Disturbedyang Posts : 241 | Posted : Monday, 10 January 2005 - 09:18 yeap,the bug is all posted at the bug forum | |
Steveabbott Posts : 4 | Posted : Monday, 10 January 2005 - 09:40 I don't seem to be getting credited with my full entitlement of gold when we get a new turn | |
Steveabbott Posts : 4 | Posted : Monday, 10 January 2005 - 09:42 Also some of my troops aren't getting any movement points???? | |
Negative Creep Posts : 450 | Posted : Monday, 10 January 2005 - 10:33 Req wrote on page 2 | |
Disturbedyang Posts : 241 | Posted : Monday, 10 January 2005 - 11:35 yeap...it look nice outside-the tower | |
Overlord Posts : 241 | Posted : Monday, 10 January 2005 - 11:46 It seems for whatever reason to be giving portions of everything you can possibly be training in your barracks at that moment, although the troops you don't have selected don't get the training bonuses from techs. | |
Overlord Posts : 241 | Posted : Monday, 10 January 2005 - 11:56 Here's a question: | |
Disturbedyang Posts : 241 | Posted : Monday, 10 January 2005 - 12:00 thats the bug rite now | |
Overlord Posts : 241 | Posted : Monday, 10 January 2005 - 12:25 Maybe, but the numbers don't seem to reflect that. And also that wouldn't account for the gold numbers in any way. | |
Genghis Bob Posts : 849 | Posted : Monday, 10 January 2005 - 19:38 @Req: "how about making the Castle Towers a seperate building (not buildable). | |
Eissturm Posts : 4 | Posted : Wednesday, 12 January 2005 - 00:02 Call me crazy but make it so someone takes over the tower like they would an empty mine..That way they can't take over you castle towers and it prevents castles from being just empty buildings. | |
BLOODAXE Posts : 447 | Posted : Wednesday, 12 January 2005 - 09:19 like this ticked-based system for resouces/traing but am not getting troops i trained resources/mp's seem to be working fine | |
RebornG Posts : 2 | Posted : Wednesday, 12 January 2005 - 11:52 I am not getting any troops now either.... | |
Requiem [R] Posts : 3851 | Posted : Wednesday, 12 January 2005 - 15:51 - Added 2 more Outpost Range techs. All 3 techs increase Outpost range by +2 allowing range from 10 to 16 hexes. | |
dby Posts : 1441 | Posted : Wednesday, 12 January 2005 - 19:01 A lot of nice additions this month, great work! | |
Ultima Bahamut Posts : 1274 | Posted : Wednesday, 12 January 2005 - 19:38 have some people who arent gettting troops in some barracks...Gyne i believe is not getting troops in some of her games...slow 18 and 26 i believe.is anyone else having bugs? | |
kingmen3 Posts : 1804 | Posted : Thursday, 13 January 2005 - 09:54 yes i too like the new techs. really good work Req. u out did it this month. and i'm producing troops n every one of my barricks. i got no bug. | |
sugarleo Posts : 2720 | Posted : Thursday, 13 January 2005 - 10:59 REQ, I AM experiencing production bugs...slow 9 & 11, details noted in two threads in 'bug reports'. | |
Sir Stephen Posts : 9 | Posted : Saturday, 15 January 2005 - 06:36 I like the new towers. It is only a castle weak point if the defender doesn't use them. I have assulted 2 castles sence the change and each missplayed and ignored the towers. They are not walls and should not be used as such. Now you can actualy "take the gate" as in real castle assults. Just becouse some players can't figure this out doesn't meen that there is something wrong with the game. As for the design of the castle I would like to be able to place the walls and towers as I like on turn 0. Thank you, Good game! | |
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