Wes I really hope you read this. You have skipped my postings too many times
First the militia:
Militia can still be moved as you know. And I have said this before but I will say this again. You can move militias with keyboard. Can you read this... Keyboard. Huhuu keyboard! I hope you are not humorless person.
But what thew hell happened to the working militias. Now when I get phalanx my all militias(of course) dies but I do not get a new ones(like phalanx). So after phalanx I do not have militias. Unless I build a new city there will be phalanx militia. This worked with the previous version but not anymore. Is there any ways to see medmod's version number from the game? I am "sure" I have installed the new version If there is no way could you add new method/function tha can be triggered from the chat window(like /show_mod_version)?
AI settlers:
Are they in withdraw contract or could they be got to the withdraw contract? I mean if I say "withdraw your troops" to AI and he accepts that after a while his settler will be in my territory again. I think this annoys many players. So would it be a good idea to add settler units into the withdraw contract?
I tried to seek this from the manuals but I did not find this out. But I remember I read somewhere that you can only have 4 or 5 conversations per AI in turn? Is that right? I think I had5 or 6 conversations with the same AI in one turn. Is this a bug?
And I have said this before too. If someone(AI) finishes a wonder and I was doing that wonder too I will lost all my production points in that city. Should it be so? I think this is not a good idea? Or maybe you should only lose a half of your production points?
It was 5th round and I got the first message saying that AI started to build Temple of Karnak. 6th round the other AI started to build that wonder too. Is it really a good idea that AIs starts building wonder this early? If it isreally a good thing for AI then it is but this seems a little bit odd to me.
That was all again.
-Jani
First the militia:
Militia can still be moved as you know. And I have said this before but I will say this again. You can move militias with keyboard. Can you read this... Keyboard. Huhuu keyboard! I hope you are not humorless person.
But what thew hell happened to the working militias. Now when I get phalanx my all militias(of course) dies but I do not get a new ones(like phalanx). So after phalanx I do not have militias. Unless I build a new city there will be phalanx militia. This worked with the previous version but not anymore. Is there any ways to see medmod's version number from the game? I am "sure" I have installed the new version If there is no way could you add new method/function tha can be triggered from the chat window(like /show_mod_version)?
AI settlers:
Are they in withdraw contract or could they be got to the withdraw contract? I mean if I say "withdraw your troops" to AI and he accepts that after a while his settler will be in my territory again. I think this annoys many players. So would it be a good idea to add settler units into the withdraw contract?
I tried to seek this from the manuals but I did not find this out. But I remember I read somewhere that you can only have 4 or 5 conversations per AI in turn? Is that right? I think I had5 or 6 conversations with the same AI in one turn. Is this a bug?
And I have said this before too. If someone(AI) finishes a wonder and I was doing that wonder too I will lost all my production points in that city. Should it be so? I think this is not a good idea? Or maybe you should only lose a half of your production points?
It was 5th round and I got the first message saying that AI started to build Temple of Karnak. 6th round the other AI started to build that wonder too. Is it really a good idea that AIs starts building wonder this early? If it isreally a good thing for AI then it is but this seems a little bit odd to me.
That was all again.
-Jani
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