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Author Topic: Nations of Dolusil 2 (6/6) OOC thread  (Read 12698 times)

tryrar

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #165 on: November 12, 2013, 01:54:09 pm »

Speaking of trade, of Torkal were to front the materials would I be able to construct a trade dock on the river next to their city?

Edit: also, if I were to say, trade glass items for raw materials, how much would I get per item?
« Last Edit: November 12, 2013, 02:00:20 pm by tryrar »
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Ukrainian Ranger

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #166 on: November 12, 2013, 02:12:44 pm »

I must note that trade with the kingdom means bad relationships with Whala



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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #167 on: November 13, 2013, 11:52:54 am »

Speaking of trade, of Torkal were to front the materials would I be able to construct a trade dock on the river next to their city?
A low quality dock (no food production) but yes.
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evilcherry

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #168 on: November 13, 2013, 12:00:24 pm »

finger crossed for UPDATE!

tryrar

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #169 on: November 14, 2013, 11:15:50 am »

bump?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #170 on: November 14, 2013, 11:37:48 am »

tomorrow probably.
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10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #171 on: November 15, 2013, 05:38:17 pm »

And so, with a small half hour remaining, an update has been posted. Not as good as what I wanted, sadly, but it'll have to do.
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Terenos

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #172 on: November 15, 2013, 09:39:29 pm »

Soooo at what point am I going to get an idea about what it'll cost to expand my irrigation system?

Also, we can do large projects like a great barracks without innovation? Good to know.
« Last Edit: November 16, 2013, 01:16:13 am by Terenos »
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But despite what you've been told, I once had a soul. Left somewhere behind...

10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #173 on: November 16, 2013, 03:32:24 am »


Your project would either be midscale, or large, depending on the wanted effects.

And yes, you can do quite a lot as long as you have an ingame reason/ corresponding ideas, and willing to know that it won't be as good as an invention building.
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tryrar

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #174 on: November 16, 2013, 03:42:18 am »

I take it from my stat sheet that if you have a building providing trade goods, a trade route provides production right?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #175 on: November 16, 2013, 03:46:15 am »

Or science points, or food.  Truly trade routes do everything, but they're oft unreliable.  (Dicerolls)
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tryrar

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #176 on: November 16, 2013, 03:49:59 am »

One more thing regarding production, would it cost half to upgrade an existing unit to an invention unit, rather than the full 10?(As long as it made sense, of course!) For example, if I brought the new war cog I'm producing into dock and added some catapaults, would that only be 5 production?

Also, what would it cost to bring my existing catapult unit up to spec?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #177 on: November 16, 2013, 03:55:54 am »

Point is, the catapult is a separate unit. Ie, you have your standard cog, and then the catapult is loaded on top. So it would cost 5 to build the war cog, and 5 to build the catapult.

Current catapult unit can't really be brought up too spec, due to integrated design.
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tryrar

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #178 on: November 16, 2013, 04:01:02 am »

ah. I get it now. Welp, that sucks, so I have to ask: Would I get production back from recycling the catapult cog to build a standard cog?
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

10ebbor10

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Re: Nations of Dolusil 2 (6/6) OOC thread
« Reply #179 on: November 16, 2013, 04:02:10 am »

One time only, I suppose. Full production refund.
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