Nope, the number of build slots stays static. 1. Working on something like it now ;P 2. 3. Noted, we have plans for these but not sure if and when we can implement them. 4. We were trying to make it feel that you need to stay vested in a province to unlock more powerful options. Intel, Relations and Trust are shared between all officers and don't change because you leave. Perhaps we can change it so that you don't lose all other progress immediately. 5. I can't fully agree on this one, because it is so conditional, we were able to have Avalanche do very heavy damage. We were thinking of allowing Avalanche to also be used on walls, but we feared that would be too powerful. 1. Stay tuned, and as for the crash issues, just hold on for 1.05. 2. Not sure if this can be fit in because stacks are only feasible if you have a control scheme that favors grouping of units. 3. It's high on the priority list. 4. Noted, we have plans for these but not sure if and when we can implement them (We had officers give area buffs to units near them, and how strong they were dependant on their Str stat, but decided not run with it. Now the situation has changed a bit, so we're looking into this again).
Since the developer is here...why did you stray from the originals control system. The current one is just way to hard to use, and it's not because I'm use to the old style. I don't really see any reason why it can't work in this game so I'm just curious as to why the major change?
The controls we used were actually from the current iPhone/iPod versions of AD RTS. In the iPad version, we had two finger panning on default, and that means you can draw brushstrokes and select groups with one finger without having to tap on the brush icon. When we made AD RTS universal, we felt that with the screen size difference for smaller devices, the two finger panning (and zoom) became a bit more difficult to use. Also, when we observed new players, most were used to using one finger to pan as they did for most other apps. I myself use two thumbs to play on smaller devices, and I almost never use group select there so I don't feel the difference between the two modes unless I miss when I try to move a unit and the whole map moves with my finger. Still though, we included the option to switch back to the old control scheme in AD RTS, and we should have done so for AD Warlords. Give us some time to work this out, we actually have only two programmers left in our entire team, so it's a matter of how much we can squeeze out of them and which improvements gives the best bang for the buck overall. P.S If pathing was the issue for you (moving of units) do check if you have version 1.04.
That makes since, I didn't think about the small screen as I play on an ipad. Hopefully your devs can add it, thanks anyway for the response.
Been waiting for 1.05 since Monday. Haven't played since then. How is it that the 1.04 patch came so quickly and yet 1.05 has taken so long? (I thought you submitted the patch on Saturday)
That sucks, cos the game is totally unplayable now. Crashes with everything I do, even when I start a new campaign it crashes when I take over a province. I hope it gets here before the weekend
Battle retry button I was playing pretty well in casual mode, but even changing to normal mode showed me that I suck in this game. So it can get really impossible to become old in this game and you have to restart and restart again, to get better. You can't really advance and experience the game, when you lose several times and then got beaten from all sides. So it would be very nice to have the possibility to replay a battle. At least for players who don't play hard or brutal mode. It also would be nice, because you could try out certain moves without risking to lose or at least changing the outcome of the whole game. Also I would like to know what the different playing modes affect: Is is only for the battles or the whole game? Kind of: you get attacked more in brutal mode than in casual? Or are just the AI units harder to beat?
Version 1.0.5 crashes on my iPad 3 While trying to conquer either Fulong Caves or Daezan Meadows the game crashes. I even stopped at the last attack point before trying to conquer the province and ended my turn, which also caused the game to crash. When I try to load the auto save from ending my turn, it also crashes. I even when to an earlier save point, and caused Fulong Caves to turn neutral, and then go in for an attack that way, but to no avail as the game once again crashed. I'm to a point now on hard difficulty where I only have a handful of provinces left to conquer but I'm getting increasingly bitter about my inability to finish the game.
Skirmish I already mentioned my wish to be able to repeat a lost battle. Another possibility to be able to train battling would be a out of campaign skirmish mode where you can play quick battles against standard armies of the different warlords, also with different difficulty levels.
I don't save after each step. Also there is a autosave feature. If it saves in the wrong moment, you can't go back. Or you go back and have to repeat step after step until you are there where you want to repeat.
Are you playing the 1.0.5 version? I've been waiting to play this game for real since the morning it came out, following this message board rabidly, and this whole crashing problem's been preventing me from playing at all, in any meaningfull way. I wanna know if anyone's having more crash issues with the latest version as of right now, cause I'm about to try it, and if it's still an issue, it might be refund time, cause this was the most expensive alpha release I've ever been a part of...
Yup, I'm playing the 1.0.5 version on my iPad 3. I was hoping the update was going to fix the issue, but alas, it has not.
Dammit, ive got the same setup. So far no crashes but i haven't played a counter attack yet...i'm gonna start a new game and look for those provines specifically i suppose, see if i'll have the same problem.