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-There is an undo, just ctrl+Z, no redo I don't think.
-You just click on the building to research, I don't understand the issue.
-Doors are for you to be able to go through.
-Falling rubble does damage enemies.
Im talking about the research that are locked pending either a building being built or - - unlock of a previous research, like the air condenser needs to be unlocked before u get bomber workshop. its not that hard to list what research requirments for a building to be built or list what research a building allows after
Yes, funny enough I get how doors work, but in general a _doorway_ would provide access to anything wanting to target something other than a wall, like the buildings. In addition it gives no insentive to buy or unlock the actuall door.
As I said, it should be ramped up. The game takes a lot of time making us build according to some rules of gravity - not to mention which height u shoot stuff from. Seems to me that a 10 or 20 meter tall wall would instantly crush any living creature within a certain radius when it falls, especially if its an arched structure.
-I would def like a redo button. Having a undo, but not a redo messes up my brain.
-Ohhh, I fully agree with that. Should be able to hover over anything and see what's a preres.
-As for the door, I meant it's there for your people to go through. Like when they're out gathering, etc. I get what you're saying, but I look at it like they are dumb monsters just destroying everything they see.
If they only cared about the door it would just make them take that down first, then all bolt through, right? Seems silly to me, but I don't have a good answer for that.
-I've actually killed a lot of monster with falls walls. I didn't pay attention to the dmg numbers, but it seemed reasonable to me. I guess this goes hand in hand with them targeting the walls and not doors too.
I think you'd need either 1-them attacking all walls like they do now, and ramping the damage up, or 2-focus the door and go through. I wouldn't make both changes.
- Wave indicator: when the red phase starts it would be nice to see ghost like enemies (like in Orcs Must Die) where they want to go along to have it easier to plan for. Currently - at least for the first wave of each side - you have to play around where to build defenses (save scumming) or even worse if you build to close to the spawn point they even changed direction completely (happened to me, shifted a defensive line from i.e. 30 cells to 20 cells to the map edge and suddenly all enemies went over the half right map instead in direct line as before destroying ressource buildings, i guess the path finding algorithm had a better score there because of missing towers, walls)
- bigger build selection menu: the current menu is way too small, only 2,5 blueprints are visible and 3-4 lines of buildings. There is enough space on the lower bottom of the screen to literally show ALL current buildings in 2-3 lines.
- unit variety: the current progression of units is straight forward, just from the pure dmg numbers and effects you want in the "endgame" only Ballistas ans Partisans, all other units have way to less dmg (archers 12 buffed, hunter 60 buffed vs partisan 132 buffed or cannoneer 30 vs ballista 48) and some units are totally pointless like the slow guys, the enemy waves on 50-80 are so big that they stop themself already
This with the little addition: Double click only selects buildings, units in your current view angle, which means if you want to select i.e. all sawmills go to a outer sawmill and change the camera angle to see the whole map and then double click, kinda tedious.
If you do a thing, if you build something before a objective comes up asking you to build something the game does not give you credit for already having it built.