Age of Empires, Empire Earth, Age of Mythology (maybe... cant remember) they allow as many that can get around the object in question... so if its a monument\wonder it can take upto 8x8 blocks and have 2 people working per blockface on the perimiter (16+16+16+16 people working on it )
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#17
Ideas / Re: Tag List Of Already Suggested Features
September 08, 2014, 12:13:32 AM
seems to me like it should just contain a link to the wiki, then the wiki should have a mods \ features list +status... that way, people can see what is in demand, see what is released and also see what kind of progress is being made... (might be a little more work though, but its a wiki, anyone can edit\add, no?)
#18
Ideas / Re: Fishing.
September 07, 2014, 04:50:02 PM
This simple fishing could be done by a mod-building of a fishing hut placed on shallow water\mud which would have to "craft" (would really just be catching) fish ...
offtopic: i want to be able to travel to adjacent zones to be able to do more things with the game...
offtopic: i want to be able to travel to adjacent zones to be able to do more things with the game...
#19
Ideas / Re: Multiplayer
September 07, 2014, 04:48:00 PM
It could be amazing to be able to scroll to the edge of your landing map and be able to take a raiding party to the adjacent zone, doing this could be a good way to setup a local-ish multiplayer (a dedicated server for a group of people). I have at least 7 people that i'd like to be able to trade with and i think it could be amazing...
#20
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
September 07, 2014, 12:32:11 AMQuote from: patrykbono20 on September 06, 2014, 03:53:29 PM
which research give a loom ?
I have all resarch from construction/crafting/agriculture,
i believe its in Crafting I: Learn the basics of crafting useful materials from this harsh environment. Unlocks the ability to grow cotton, and craft it into useful cloth.
Done by using a growing zone set to cloth
#21
Outdated / Re: [MOD] (Alpha 6) TechTreeMinami v2.8 [Gigantic Update!]
September 05, 2014, 06:17:26 PM
One simple problem i have with this mod is that my colony is stalling because of the fact that I have to buy things from traders... there should be a super-hard way to craft things, taking a lot of power, time and resource... (cant get any solar panels or engine parts... barely got a cooker)
#22
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
September 04, 2014, 03:18:19 AM
im not sure whether or not this fits into the category of this mod, but a farmhouse could be awesome, where u'd "capture" deer and can be bred somehow or something
#23
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
September 03, 2014, 09:41:45 PM
Weird, i've tried this setup on 4 different computers, and on the first computer the game works as normal, with errors about wind turbines and digging from Power+ but everything works as it should, i have all powerplants (wind and log-powered steam)... the second works like the first, both using windows 7 the 3rd uses windows 8, also working perfectly. The 4th has these errors, the only difference I think it could be is Visual C++ redist. 2010\12
#24
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.1: The New Beginning! [Updated]
September 03, 2014, 12:55:32 PM
Having a little trouble with power here... http://i.gyazo.com/44cea5b0bf1466cff81a8b6a02109825.png
edit: log pastebin: http://pastebin.com/JGBVggGD
edit: log pastebin: http://pastebin.com/JGBVggGD
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