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Omand

6
Posts
A member registered Sep 27, 2020

Recent community posts

Hello,

What you call the order stack is no more.  It does not exist in that form in this version of the game.  The closest you can get is found at the bottom of each City's production page where you can produce a set number of an item and then produce next.  So, you can queue only two different units.

As to paths, that is in the game and great to use.  The menu option is called "Start Path Mode" and in the default menu setup it is on the right side of the screen.  It is a square button with what looks like a rainbow arrow on it.  Should be right below the menu buttons for Production Map and Production Screen.

If you have a different default set up on your machine the buttons might be in a different place, but hopefully the name helps you out.

Cheers :)

Hello,

Not my area of expertise, but there are some members of this group who do wok on the AI and the unit database.  If you look back at some of the older threads there are some hints and some links to other unit sets out there that might help you out.

Also, look at the latest post at the top of the page where MOK has included some info on modding.

Cheers :)

Heavy Artillery cannot travel by default.  it is not a mistake in the game.  If you want to move on the same landmass, that is what trucks are for.

If you are having unload issues, this might be an error in your install.  I load and unload all the time for Heavy Artillery in games I am playing using both trucks and transports (even a Transport Aircraft from time to time).  Unloading of Heavy Artillery is always in the same space as the transporting unit, so you cannot unload everywhere.

Plus, make sure you have unit stacking enabled for the game you are playing.  Without unit stacking I am not sure you can ever unload outside of a city or fortress.

Cheers :)

Hello Bob,

There is manual that comes with the game in PDF format.  It will be found somewhere in the game files you have saved on your computer.

The Nuke issue may be related to rules set up.  When you set up your game, have you checked off the "Allow Nukes" option in the game rules dialog?  If you have not, you can still build Nukes, but they don't do anything.  I come across that all the time in games I play against the AI.  It build nukes if it gets a city with SN or LN specialty, but then never uses them, as it cannot detonate them as nukes.

As to the Drop command, not sure on the whole issue.  I can say that you cannot drop Armor from an Air Transport, you can only drop infantry (aka, they become paratroopers).  So, your Air Transport can carry Armor, but it needs to land to offload.

For the Trucks with a Heavy Artillery, I use these all the time to ferry the HA around.  I drop them into Forts as a relatively safe place to fire from.  If I am remembering the rules correctly, you need the ability to stack units turn on to be able to drop a unit in the same square.  If unit stacking is turned off, then you might have the issue.  By default, stacking only occurs in cities.

Hope that helps,

Cheers :)

I cannot answer your question about why this happens, I can only speculate.

I think the game reads a resource square as occupied somehow, and when you try to enter from any any terrain other than a road it blocks that movement due to the "occupation."

As roads allow stacking of units, going from road to road with resource over it does not have the issue.

Only speculation though, Mark as the designer would have to comment.  As you say, I don't think this is covered in the manual.

Cheers :)

You need to create a road to the left of the oil well.  The reason armies can get out is because building the oil well also creates a road underneath the well.  That allows units to stack in the space.  But when attempting to return the units would be moving from a square with no road (rough terrain I assume) onto a partially occupied square (the oil well).

Basically, when I have the choice I do not like to build oil wells in the line of travel of my armies as they do tend to create bottlenecks like this.

When I create scenarios I really try to make sure that these sorts of resource placements are not present.

Hope that helps.

Cheers :)