All techs enabled? IMPLEMENTED
- Sunrise Samurai
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All techs enabled? IMPLEMENTED
With the all techs option checked, we start with all standard research completed, plus a few non-standard ones like human blacksmith techs. This is all well and good until you realize it makes some unusual changes. Elves, in particular, gain a rather unfair advantage from this, since their worker gets ambidexterity, not to mention quick archers getting a free +2 attack and range even before they can research their own blacksmith techs. Could there be a change so nobody is given techs they can't research themselves? As much fun as it is to buff a quick archer to 13 attack and 12 range after all upgrades and vision effects, I don't think it was intended to happen.
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Re: All techs enabled?
It's look OP, don't think that was intentional i think.
Currently exploring the wonder of dimension.
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Re: All techs enabled?
ambidextery: that is ok, should not affect any other race that can already research it.
elven texhs: but here i dont see problem, they have their own "elven" upgrades at start as humans get theirs - what is the contradiction here? so they dont get any upgrades from human techs - do they?
elven texhs: but here i dont see problem, they have their own "elven" upgrades at start as humans get theirs - what is the contradiction here? so they dont get any upgrades from human techs - do they?
- Sunrise Samurai
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Re: All techs enabled?
Yes, they do. That's the problem. They are still upgraded by the human techs in addition to their own. The only way way to do it currently is the all techs button, but it actually let's you have BOTH sets of upgrades on them.
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- Sunrise Samurai
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Re: All techs enabled?
For that matter, why are the human blacksmith techs in the all techs option, when nobody else's are? We still have to research elf versions, and orc unit upgrades.
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Re: All techs enabled?
this is not true, just checked and elven upgrades are all "already invented" when you start with "all techs" option.Sunrise Samurai wrote:For that matter, why are the human blacksmith techs in the all techs option, when nobody else's are? We still have to research elf versions, and orc unit upgrades.
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- Sunrise Samurai
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Re: All techs enabled? IMPLEMENTED
You're right. Just looked into it a little further. All elf techs are no longer researchable. I had assumed it was human techs because it was only +2 given to attack and range. Now I have to ask why it isn't giving the +3 it should.
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Re: All techs enabled? IMPLEMENTED
exactly which tech is not giving what it should?
- Sunrise Samurai
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Re: All techs enabled? IMPLEMENTED
Bow power is only at +2, when it should be +3. Not sure which one, but it's one of the 3 bow upgrades.
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- LordOfAles
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Re: All techs enabled? IMPLEMENTED
3 bow upgrades?Arent there two?
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- LordOfAles
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Re: All techs enabled? IMPLEMENTED
Btw Sunrise Samurai i made u an avatar in Off-topics.Copy-paste it if you like it
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
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Re: All techs enabled? IMPLEMENTED
working fine for me all elven bow upgrades give +1Sunrise Samurai wrote:Bow power is only at +2, when it should be +3. Not sure which one, but it's one of the 3 bow upgrades.
so please specify exactly which is the culprit there
- Sunrise Samurai
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Re: All techs enabled? IMPLEMENTED
When I manually research each elf archery tech, I get +1 attack and +1 range for each, totaling up to +3. When I start a game with all techs enabled, I only have +2 attack and range, which is 1 less than it should be.
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