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1. after having kicked a door, the sound is stil remaining endlessly… (recurrent problem)
2. my guy was blocked in an endless fighting action, he was endlessly fighting with his sword and I wasn't able to stop him to do that (I've tried to attack manually to stop the attack, to be killed by ennemies to appear again). This bug was really annoying (I couldn't really play no more) but happened only once.
Character took damage from impact and does the typical ragdolling, but went through the ground. Battles carried on and gold accumulated as normal, but was unable to rejoin the fight.
A good temporary fix would be a "suicide" option, preferably a one button shortcut (Perhaps "Backspace"). Even better, perhaps if a characters position on the z axis falls below a certain point, they should be "teleported" up to ground level.
Occasionally, victory can only be achieved by running out the clock. ONCE I noticed while waiting on the clock (All flags taken) that one of the enemy "commanders" were stuck in a tree, which explains why the round wouldn't end.
Combining this with the first bug, I believe a lot of people having trouble with matches not ending is due to Enemy falling through the ground as well if scouring the map for stuck stragglers reveals none.
Also I had this same problem, but I managed to fix it somehow without dying. I want to say I pressed the block button or gave an order or something but I don't remember.
Thanks man! This might not have solved the issue but showed me the border of the window through which I could see that my Antivirus tool puts the game in Sandbox Mode! After starting it without Sandbox... it works fine!
Thumbsup for ya!
Same problem.
I think it’s when the enemy is capturing the E flag, and the game mixes the B and E flags making both the enemy’s.
So if you think about capturing the fortress at B, don't do it, capture the forstress C and D first.
I get tired of having to chase the enemy commander around the map and just have him spawn in more units to defend his point till i have to run back and reload my troops waiting some times till the 30 min mark just to win because of this mechanic.
There has to be some way to break the AI when its just running from flag to flag.
Maybe some kind of setting traps at flags or something I cant be everywhere at once with my army ya know and Romans were good with traps.
https://en.wikipedia.org/wiki/Roman_infantry_tactics
Field fortifications
While strong cities/forts and elaborate sieges to capture them were common throughout the ancient world, the Romans were unique among ancient armies in their extensive use of field fortifications. In campaign after campaign, enormous effort was expended to dig—a job done by the ordinary legionary. His field pack included a shovel, a dolabra or pickaxe, and a wicker basket for hauling dirt. Some soldiers also carried a type of turf cutter. With these, they dug trenches, built walls and palisades and constructed assault roads. The operations of Julius Caesar at Alesia are well known. The Gallic city was surrounded by massive double walls penning in defenders, and keeping out relieving attackers. A network of camps and forts were included in these works. The inner trench alone was 20 feet (6.1 m) deep, and Caesar diverted a river to fill it with water. The ground was also sown with caltrops of iron barbs at various places to discourage assault. Surprisingly for such an infantry centred battle, Caesar relied heavily on cavalry forces to counter Gallic sorties. Ironically, many of these were from Germanic tribes who had come to terms earlier.[33]
The power of Roman field camps has been noted earlier, but in other actions, the Romans sometimes used trenches to secure their flanks against envelopment when they were outnumbered, as Caesar did during operations in Belgaic Gaul. In the Brittany region of France, moles and breakwaters were constructed at enormous effort to assault the estuarine strongholds of the Gauls. Internal Roman fighting between Caesar and Pompey also saw the frequent employment of trenches, counter-trenches, dug-in strong points, and other works as the contenders manoeuvred against each other in field combat.[33] In the latter stages of the empire, the extensive use of such field fortifications declined as the heavy infantry itself was phased down. Nevertheless, they were an integral part of the relentless Roman rise to dominance over large parts of the ancient world.
I've had a couple bugs but they were relatively few and far between.
-I've spawned without a weapon one time but it was easily fixed by committing suicide.
-I've seen a few enemies fly absurdly far
-Enemies getting stuck in weird places and their bodies not despawning for the rest of the game
-I've had problems recruiting in some of the forts i.e not letting me recruit at all
Ideas for future fixes and content:
-A command that lets your troops sally out from your fort and/or open the gates so you're not trapped outside
-(not sure if this is in the game already) The ability to leave some of your troops on a point while you and some other troops can move around freely
-Maybe some new unit types in the future like slings, archers, spear infantry, upgraded defenders, maybe some cavalry (not sure about the balancing of these, just some ideas)
-Perhaps a cool down for spawning troops inside points. A lot of the game feels like you're just sneaking around taking points while the other teams are fighting. When an enemy tries to take a point you are on, you can just continuously spawn troops until they're overwhelmed. The same thing is true when you try and take an occupied enemy camp, they're just able spawn an endless amount of troops, making it nearly impossible to successfully take the point.
-This was sort of mentioned above, but, I somewhat dislike going around in circles on the map chasing the enemy and just capping the points they just capped until the time runs out. Perhaps making tweaks in the AI behavior would help.
Please keep up the good work, I really love this game and love the potential it could have down the line!!!