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Recent Posts

  • fully amphibious units would be a good thing to have available; even if in my case i still don't want the air units to be able to take territories...
    although i would like them to be able to hover over newly taken territories. need that really for a special unit that gets captured when the island it starts on gets conquered - but then it want's to crash. 😞

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  • @cameron Not having an air units crash could be used to create fully amphibious units. For example, Conquest of Nerath has elementals which can their move at sea and dragons that can't end their move at sea.

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  • @azimuth
    transport cost is definitely not the answer i am looking for; which doesn't mean that it can't provide a solution... but i suspect a rather ugly one. 😜

    the problem is there are rather a lot of units:
    https://docs.google.com/spreadsheets/d/1NnFVfK3eOrjdNwnmiA4q6ytV6VHLN8mNbgTetywtHm4/edit?usp=sharing

    am i right in assuming that transport costs must be integers?
    maybe i'll see what happens if i make them 0.9... otherwise i guess i could just multiply all the other values by 10 and make aviatrix/hero 9... hmm... that would allow one extra hero to be transported on the largest transport but that's prob fine - such an edge case it'll most likely never happen.
    i really wish my OCD wasn't triggered in such silly ways... 😉

    edit:
    so i went with 100x for everything and 99 for the aviatrix and hero. seems to work. 🙂
    i still wonder why only integers.
    and why we can't just have toggles for everything.

    thanks, y'all.

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  • i'm guessing that would make all air units not crash. i was hoping that there was a way to make only some units immune to crashing.

    eg airships don't crash but planes do.
    it's easy to make this happen in water territories - just set the transport cost to 0. just don't know how to make it happen over land...

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