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  1. Resolved Pack animal herd penalty

    It seems logical to me. I don't understand why you are all running around with 700+ horses. It's unnecessary and unrealistic for the sizes of our armies. Think about it as you have so many animals with you, it takes time to get them organized and moving in the same direction without them running off because you don't have enough people to watch or take care of them. It's not like they are people you can just tell to walk in a certain direction.

    I actually wouldn't mind if they put in a system that made your horses(and other animals) run away if you had more than your army could handle, similar to being over your party/prisoner limit. I also think you should have to feed them grain, possibly with a -50% food required well moving on plains.
  2. Resolved Merchant Caravan Escort, Defending leads to quest fail (1.5.4)

    Hello,

    I have uploaded two saves (link to this post in both), one where the quest does not fail but no rep gain for defending the caravan, and the one where it fails stating I attacked the Caravan. After further testing the only difference I can recognize that may have an effect between the two saves is the attacking and defending team changes.

    In the save where the quest fails, the Caravan is the attacker and the Looters are the Defender. In the save it does not fail on, it is the opposite. My previous conclusion regarding alt+left click to escort doesn't seem to have an effect afterall.
  3. Resolved Merchant Caravan Escort, Defending leads to quest fail (1.5.4)

    Hello, my first ever bug report so bare with me. When doing the Merchant escort quest (started in Myzea) at certain points the Caravan can be ambushed by bandits. Twice now when defending the Caravan and winning the battle I receive a quest failure afterwards stating that I attacked the Caravan...
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