Search found 66 matches

by lordhoff
Sun Mar 31, 2019 11:55 pm
Forum: Aggressors: Ancient Rome
Topic: Noob Setting Comments
Replies: 2
Views: 1193

Noob Setting Comments

I started out in "medium" like I normally do but, well, I was getting my butt kicked so I ratcheted it down. It was mentioned that, in "noob", the AI was less aggressive and this got my attention since I prefer to turtle in these games. It did allow that and I've learned the game well enough that it...
by lordhoff
Sun Mar 31, 2019 11:24 pm
Forum: Aggressors: Ancient Rome
Topic: Aggressors - v1.0.7. "Strategic command" available!
Replies: 21
Views: 3873

Re: Aggressors - v1.0.7. "Strategic command" available!

Hope this is the proper area for a bug report (v1.0.7). I've played the game quite a few times now and this is the only thing that comes up fairly often. When units are fully stacked, selecting one of the three doesn't always work. It becomes apparent when trying to offload a ship or for training. W...
by lordhoff
Sun Mar 10, 2019 10:40 pm
Forum: Aggressors: Ancient Rome
Topic: How Are Empires With Large Off-Board Holdings Handled?
Replies: 3
Views: 499

Re: How Are Empires With Large Off-Board Holdings Handled?

Thanks. I think that is pretty standard as the additional land areas open a kind of spherical problem. One can add population and income but how much of that is affected by other off-board actors? How much of these off-board actors are affected by other off-board actors? It really doesn't end until ...
by lordhoff
Fri Mar 08, 2019 1:07 am
Forum: Aggressors: Ancient Rome
Topic: How Are Empires With Large Off-Board Holdings Handled?
Replies: 3
Views: 499

How Are Empires With Large Off-Board Holdings Handled?

Well, the topic says it all. I'm wondering specifically about the Seleucid Empire which still had large holdings to the east after it's defeat by the Mauryan Empire. Do they get off-map income? Off-map population? Since Babylon isn't on the map, what is the meaning of their on-map capital city? Ther...
by lordhoff
Thu Feb 28, 2019 9:01 pm
Forum: Aggressors: Tech Support
Topic: Info sent if pre-open crash?
Replies: 8
Views: 674

Re: Info sent if pre-open crash?

I had to turn off Malwarebytes to get it to run but, mission accomplished. I'll let you know if it worked.

EDIT: Opened without issue!
by lordhoff
Thu Feb 28, 2019 2:40 am
Forum: Aggressors: Tech Support
Topic: Info sent if pre-open crash?
Replies: 8
Views: 674

Re: Info sent if pre-open crash?

Interesting: the file was corrupted again. I know how to fix it now but it looks like I'll have to delete that file every time I open the game. It doesn't take but a minute so it's not a problem but I thought I should pass on this development.
by lordhoff
Wed Feb 27, 2019 4:13 am
Forum: Aggressors: Tech Support
Topic: Info sent if pre-open crash?
Replies: 8
Views: 674

Re: Info sent if pre-open crash?

It was a few days ago so my memory is foggy but, I believe I was playing another game, closed it down, then tried to open AAR. I tried again with the same result (clicked on "play game"). Both times I typed in some text in the report error box (upper right click), provided e-mail address, and checke...
by lordhoff
Tue Feb 26, 2019 1:57 am
Forum: Aggressors: Tech Support
Topic: Info sent if pre-open crash?
Replies: 8
Views: 674

Info sent if pre-open crash?

I'm no longer able to open the game - the crash box (to send information/e-mail) pops up when "play game" is used. Now I'm wondering, since the game doesn't open, does the save file, etc even get sent? Should I do something else to try to get the game working again?
by lordhoff
Sat Feb 23, 2019 9:14 am
Forum: Aggressors: Ancient Rome
Topic: Question on Sieges
Replies: 3
Views: 1198

Question on Sieges

In prior playthroughs, it seemed that a siege was initiated when your border completely surrounds a city. However, I'm now playing as the German tribes and surrounded the Dacian capital, even with four units around it, and nothing happens. Similar later with the city to the north of it. I couldn't f...
by lordhoff
Thu Feb 21, 2019 11:10 am
Forum: Aggressors: Ancient Rome
Topic: Illogical AI
Replies: 13
Views: 977

Re: Illogical AI

I will and thanks.
by lordhoff
Thu Feb 21, 2019 12:35 am
Forum: Aggressors: Ancient Rome
Topic: Illogical AI
Replies: 13
Views: 977

Re: Illogical AI

I will have a look today and come back to you for sure. I will have a look today and come back to you for sure. Well, as you expected, it's likely has nothing to do with the game other then chance (the game is used for long time periods) - it happened when I tried to shut down the computer this mor...
by lordhoff
Wed Feb 20, 2019 1:48 pm
Forum: General Discussion
Topic: Question About Slitherine
Replies: 2
Views: 546

Re: Question About Slitherine

VPaulus wrote:
Mon Feb 18, 2019 10:19 am
We have developed it.
Thanks (good feeling when my memory works :) ).
by lordhoff
Mon Feb 18, 2019 3:32 am
Forum: General Discussion
Topic: Question About Slitherine
Replies: 2
Views: 546

Question About Slitherine

Back in ancient times when Chariots of War came out, did Slitherine develop that game or were you just publishing in those days too? I seem to recall something about your own engine for that series and those games prior to it but I can never trust my memory.
by lordhoff
Mon Feb 18, 2019 3:26 am
Forum: Aggressors: Ancient Rome
Topic: Illogical AI
Replies: 13
Views: 977

Re: Illogical AI

pavelk wrote:
Sun Feb 17, 2019 4:46 pm
Would you be able to send me the events from "applications"?
Here is how to do it and my email is info@kubat-software.com
Done. Also attached are the text file I saved yesterday and a dxdiag that I saved after one of the errors.
by lordhoff
Mon Feb 18, 2019 2:47 am
Forum: Aggressors: Ancient Rome
Topic: Illogical AI
Replies: 13
Views: 977

Re: Illogical AI

GiveWarAchance wrote:
Sun Feb 17, 2019 11:29 pm
What TW game you played? Some TW games have that issue and some don't.
Medieval I/II and Rome I/II. Medieval II is the one I tested that on.
by lordhoff
Sun Feb 17, 2019 4:15 pm
Forum: Aggressors: Ancient Rome
Topic: Illogical AI
Replies: 13
Views: 977

Re: Illogical AI

I spent half the night trying to find this on "event viewer" (Win10) - I think I have but am not absolutely sure. I saved it on notepad (text file). I don't think I can attach it, however. If it is something you'd like to see, perhaps there is a way. If correct, it had something to do with a bug che...
by lordhoff
Sun Feb 17, 2019 9:27 am
Forum: Aggressors: Ancient Rome
Topic: Illogical AI
Replies: 13
Views: 977

Re: Illogical AI

Well, to be fair, it was TW, not this game that chased me about. I just used that as an example. I guess it's just my imagination then with AR, it sure seemed that whoever I played, the AI focused on me. For instance, when I played the German tribes, Rome went north right away with most of their uni...
by lordhoff
Sat Feb 16, 2019 2:19 pm
Forum: Aggressors: Ancient Rome
Topic: Illogical AI
Replies: 13
Views: 977

Illogical AI

In general, the game is enjoyable but why do AI's have to be so illogical? I mean, this is almost as bad as Total war (TW) (where I once tested it by attacking from the British Isles to France, then Spain, then North Africa, and watched the AI chase me all over the place). An AI should NOT FOCUS ON ...
by lordhoff
Sun May 14, 2017 3:38 am
Forum: General Discussion
Topic: Chariots of War chicken or egg
Replies: 1
Views: 881

Chariots of War chicken or egg

Just curious; did the original chariots come out before the "Total war" franchise?
by lordhoff
Sun Nov 08, 2009 11:24 am
Forum: Chariots of War
Topic: Slings
Replies: 2
Views: 1733

Slings

Slinger units were common in this period and the Romans used then into AD times but they are not represented. Why?

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