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Torn Sky View Drop Down
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Direct Link To This Post Posted: 22 Sep 2012 at 14:43
How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
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Diva View Drop Down
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Direct Link To This Post Posted: 22 Sep 2012 at 14:52
Thanks ya'll too. Nice stuff.. sorta.. why cotters? (just sayin' 1 level cotter cottages really makes it hard on a city)
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Direct Link To This Post Posted: 22 Sep 2012 at 14:59
Hmm, that's another question. I'f you're hunting critters with anti-critter/animal weapons, and the tile they're on happens to have a mineral (normal) deposit, which will the cotters harvest first? The dropped crafting items, minerals or hides?
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Direct Link To This Post Posted: 22 Sep 2012 at 15:07
Originally posted by Torn Sky Torn Sky wrote:

How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
They mill around on the square looking for new owners.
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Direct Link To This Post Posted: 22 Sep 2012 at 15:10
Awesome! Smile 
Too busy checking out the stuff! Smile
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Direct Link To This Post Posted: 22 Sep 2012 at 15:23
Originally posted by Smoking GNU Smoking GNU wrote:

Hmm, that's another question. I'f you're hunting critters with anti-critter/animal weapons, and the tile they're on happens to have a mineral (normal) deposit, which will the cotters harvest first? The dropped crafting items, minerals or hides?

Would just like to elaborate here and suggest something. I meant here if you killed critters on a basic minerals patch and lost crafted item bearing troops too. What will the cotters go for first?

I think it should be (most usefully) a situation where a list for prioritizing cotter gathering items should be.

OK, that didn't make much sense to me after i typed it either.

Lemme show what i mean. You can now gather 5 different types of stuff with cotters. crafted items from battle, B minerals, B herbs, Hides and Grapes. How about a list where YOU show what they are supposed to go for, for EG:

1.Crafted items
2.Hides
3.Minerals
4.Grapes
5.Herbs

This would work best on the quoted example above, with MAYBE the possibility for the cotters to carry on with 2 if 1 is exhausted, perhaps?
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Direct Link To This Post Posted: 22 Sep 2012 at 15:51
Originally posted by GM ThunderCat GM ThunderCat wrote:


Originally posted by Torn Sky Torn Sky wrote:

How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
They mill around on the square looking for new owners.


So do they take same % loss as items or if I lose 100 troops will there be 100 riding horses on the squ?
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Direct Link To This Post Posted: 22 Sep 2012 at 16:16
Originally posted by GM ThunderCat GM ThunderCat wrote:

Originally posted by Torn Sky Torn Sky wrote:

How are riding horses affected by combat, since they arnt rode into battle are they lost as well?
They mill around on the square looking for new owners.

And how do you know horses are milling around? (after a NPC battle) and who collects those? ALL  specialty horses sent into battle? 
*short of draught horses* of course.

And if a scritcher or worm or spider is on the square with the horses.. how's that work to collect?

*has found that it is a piece of armour and a sword for leftovers of T3 specialties* on the affected square.


Edited by Diva - 26 Sep 2012 at 23:50
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Direct Link To This Post Posted: 22 Sep 2012 at 16:40
Folks,

Likely I'm blind...but I'm struggling with the formation of elite units. yes...all of the applicable research is completed.

Thanks!
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Rill View Drop Down
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Direct Link To This Post Posted: 22 Sep 2012 at 17:06
Originally posted by Joscelin Joscelin wrote:

How will this effect looting gear vs. hides on a mineral or herb square, since already if you kill animals on a square with minerals and or herbs you never get to loot the hides before they rot since the cotters always loot it appears from the top down thus minerals/herbs?

Send more cotters (at the same time).

Big battle site = newb paradise.


Edited by Rill - 22 Sep 2012 at 17:08
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