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Total conquest forum
Total conquest forum













total conquest forum
  1. Total conquest forum mod#
  2. Total conquest forum Patch#

From this building you can access to Huntable Deer, Boar, Sheep to hunt them for food resources. However, Enemy AI cannot use these buildings, so there will be no crash issues. You can place Units in these buildings and you can shoot the enemy players who get close, but even your units are inside of the building and shooting enemies automatically, the enemies can still continue to capture these Neutral Trade Posts. These buildings will provide active and passive buffs. King and Elite units have active and passive skills to help you to improve your civilization’s production speed and efficiency economically and militarily.Īll the Neutral Builds (like Trade Posts etc.) in the game can act likea Town Center which your villagers can place the collected resources there.

Total conquest forum mod#

If AOE4 Developers fix these issues and let us MOD them again to access these named special units from campaigns more, I will add them. Some civilizations have Elite Units from currently available Campaign with NO “Pre-Cached Red Box Visual Errors”. I indicated these in the game’s unit text while you produce them.Īll Civilizations have their town King Unit to summon from their Capital and Town Center Buildings. However, if you try to build these Campaign Faction buildings with the Campaign Villagers, your game might be crashed and most the Campaign Faction Units and Builds are flagged as “Pre-Cached Red Box” visual errors.

total conquest forum

Keep - autotarget enemies and you can keep Siege Units inside of the Keep Building + Capital + Town Center (fishing ships too when you’re building near sea / river),Īdded available Campaign Faction Units that are not “Pre-Cached Red Box” visual errors. More Units can be stationed in the Keep - Capital - Town Centers,Ĭivilization Conquest - Picture 3 1024×627 146 KB Otherwise "Pre-Cached Red Box Visual Error Happens, Sacred Site - Capture and Revert Times are increased to 45 seconds and Sacred Sites will provide active and passive buffs to the armies who captured it, and Sacred Site radius is increased (Sacred Site generates GOLD already) and You can recruit King Units which thy will bring 150 Units Army to Aid you at Sacred Site with -%60 cost (comparing to Capital + Town Center buildings) and Choose the same “King Reinforcement Unit” with the same civilization you play. If you click to FORMATION BUTTON for siege units, you can make siege units to auto-target theenemy units, You can place Siege Units on Bastions and Walls,Īll units’ production speeds are fixed to 12 seconds,Įvery Civilization has their own Capital Names (except Holy Roman Empire which thy didn’t have any fixed capital, and some civilizations have more than one capital like China - because of multiple dynasties),Īll units cost 1 population capacity except villagers, trade related units, and fireships which cost 0.1 population - so you can produce more economy units easily, and the default population capacity is 600, Villagers’ gathering animation for resources are x4 faster,

Total conquest forum Patch#

Previous “Civilization Conquest v2.0” Patch Notes:Īll siege units and attack ships are Auto-Target the enemy units, Civilization Conquest - Picture 2 1200×675 202 KB















Total conquest forum