Часовой пояс: UTC + 3 часа




Начать новую тему Новая тема / Ответить на тему Ответить  Сообщений: 1890 • Страница 61 из 95<  1 ... 58  59  60  61  62  63  64 ... 95  >
  Пред. тема | След. тема 
В случае проблем с отображением форума, отключите блокировщик рекламы
Автор Сообщение
 
Прилепленное (важное) сообщение

Member
Статус: Не в сети
Регистрация: 02.02.2010
Откуда: Краснодар/Москв
#77
Разработчик: Creative Assembly
Издатель: Sega
Издатель в России: 1С-СофтКлаб
Жанр: Стратегия
Дата выхода: 03 сентября 2013
Платформы: PC

Системные требования
Minimum:
OS: XP/ Vista / Windows 7 / Windows 8
Processor:2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor
Memory: 2GB RAM
Graphics:512 MB DirectX 9.0c compatible card (shader model 3, vertex texture fetch support).
DirectX®:9.0c
Hard Drive: 35 GB HD space
Screen Resolution: 1024x768

Recommended:
OS: Windows 7 / Windows 8
Processor:2nd Generation Intel Core i5 processor (or greater)
Memory: 4GB RAM
Graphics:1024 MB DirectX 11 compatible graphics card.
DirectX®:11
Hard Drive:35 GB HD space
Screen Resolution: 1920x1080


Сайт игры
Страница в Steam
Сайт русского сообщества
Куда смотреть, если у вас проблемы?



#77
Разработчик: Creative Assembly
Издатель: Sega
Издатель в России: 1С-СофтКлаб
Жанр: Стратегия
Дата выхода: 17 февраля 2015
Платформы: PC

Системные требования
Minimum:
OS: Windows Vista*
Processor: Intel Core 2 Duo 3 GHz
Memory: 3 GB RAM
Graphics: 512 MB NVIDIA GeForce 8800 GT, AMD Radeon HD 2900 XT or Intel HD 4000
DirectX: Version 10
Hard Drive: 35 GB available space
Additional Notes: PC integrated graphics chipsets require 64 bit Windows, e.g. Intel HD series.

Recommended:
OS: Windows 7*
Processor: 2nd Generation Intel Core i5
Memory: 4 GB RAM
Graphics: 2 GB NVIDIA GeForce GTX 560 Ti or AMD Radeon HD 5870
DirectX: Version 11
Hard Drive: 35 GB available space
Additional Notes: PC integrated graphics chipsets require 64 bit Windows, e.g. Intel HD series.


Сайт игры
Страница в Steam


Последний раз редактировалось jackisdead 17.02.2015 13:52, всего редактировалось 12 раз(а).


Партнер
 

Member
Статус: Не в сети
Регистрация: 10.06.2010
Откуда: Киев
Artur87
Не ставил модов из Стима? Может корявый попался..


 

Member
Статус: Не в сети
Регистрация: 02.11.2013
PioNeeR_ma писал(а):
Не ставил модов из Стима?

Нет, даже никогда и не пробовал)

_________________
Sarealius#2205


 

Member
Статус: Не в сети
Регистрация: 10.06.2010
Откуда: Киев
Artur87 писал(а):
Нет, даже никогда и не пробовал)

Тогда точно стоит систему снести :)


 

*Cofradia Intel*
Статус: Не в сети
Регистрация: 20.05.2010
Откуда: AC-DC
Фото: 130
Игра обновилась до 1.10.0
Что нового?
Только DLC добавили?

_________________
А еще приглядитесь к соседям, ведь лучше зять-наркоман, чем сосед-майнер. © Центральное Телевидение на НТВ
http://www.pictaramphotos.com/i/BfMUQuBFFT_


 

Member
Статус: Не в сети
Регистрация: 14.06.2004
Откуда: F@H RU_Wizard
Добавили 3 юнита к длсишке с "зверями" а остальное багфиксы и допиливание графики и баланса.


 

*Cofradia Intel*
Статус: Не в сети
Регистрация: 20.05.2010
Откуда: AC-DC
Фото: 130
Patch 10 Notes писал(а):

Build number is 10270.523837.

Beasts of War Update

Three additional Elite Units have now been added to the Beasts of War DLC, existing owners will be upgraded:

Wolf Warriors

In the Germanic world, the cult of Wodenaz was so large that people of the age often had wolf-related names, such as Vulfolaic ("Wolf-dancer"), Wolfhetan ("Wolf-hide"), and Wolfdregil ("Wolf-runner"). Wolfgang, or "Wolf-gait", has remained a popular German name to this day. The Wolf Warriors are available to the Suebi and as Mercinaries for holders of any province in Germania, drape themselves in wolf-hides and fight with the spirit of Wodenaz.

Sobek Cultists

Defender of the Nile and protector of Pharaoh's power, Sobek was the crocodile-headed god of ancient Egypt from the Old Kingdom period through to the Ptolemaic dynasty and beyond. As such, crocodiles were venerated for their violent, primal qualities, and were even bred on temple sites as a living personifications of the god, and mummified when they died. With titles such as "One who buries the bodies of the crocodile-gods of the Land of the Lake" and "prophet of the crocodile-gods", the priests of the cult of Sobek served him completely in the main temple at Shedet in defence of the Pharaoh and his subjects. Clad in the hides of the sacred crocodile, the Sobek Cultists are available to recruit for Egypt.

Nubian Leopard Warriors

Being Egypt’s neighbour, Nubia also became, at times, its greatest enemy, and the population were often enslaved and used as soldiers. In 750BC Nubians even managed to conquer Egypt, and ruled for one hundred years, such was the deep rivalry that existed between the two. Consisting mainly of mercenaries from its various regions, the armies of Nubia were famed for their aggression and fearlessness on the battlefield. The Leopard Warriors are no exception: clad in the skins of swift and deadly leopards, they are a force to be reckoned with. Available to as mercenaries when holding Egypt in the Grand Campaign.

Molossian Dogs and Celtic Warhounds campaign mercenaries have been added.

Berserker units will now wear bear skins instead of wolf pellets (for all users not just BoW owners).

Balancing changes including strength and durability to:

Molossian Dogs,
Celtic Warhounds,
Mercenary Syrian Armoured Elephants,
African Elephants,
Camel Cataphracts,
Snake Pot Ballista,
Scorpion Pot Ballista,
Beehive Onager.
Performance improvements

General performance improvements:

Additional Support for AMD Crossfire multi-GPU configs.
Further improvements to GPU performance and reduction in CPU-bottlenecks for all configs.
Improved core Battle performance scenarios.
Resolved CPU core-affinity threading issue.
Implemented borderless window when running at desktop resolution in Windowed mode.
There is no longer an upper limit on the graphics settings that a user can select in the frontend. Previously if the game determined that a user’s machine was low-end then it would not allow them to select high graphics settings. This limitation is now gone. Note that selecting high graphics settings on low-end machines will negatively affect performance.
Improved consistency of reflections on shiny textures.
‘Unlimited Video Memory’ option improvements:

Unlimited Video Memory is now selectable for all integrated GPUs running on 64-bit operating systems from Windows Vista onward. Integrated GPUs use system memory as video memory at all times, as they have no dedicated video memory of their own. This code change now allows our integrated GPU customers to use all of their system memory as video memory. When Unlimited Video Memory is enabled, discrete GPUs use system memory as an extension of their dedicated GPU video memory, when their dedicated video memory is not enough to run at their chosen graphics quality settings. Please be advised that in both cases, using system memory as GPU video memory can impact performance as it is generally not as fast as dedicated GPU video memory. Also, if system memory runs low (or out), the user’s hard drive will be paged, resulting in reduced framerates.
For users running on an integrated GPU in 64-bit Windows (Vista onwards), with Unlimited Video Memory available but not selected, we have increased the amount of video memory that the game sees from 800MB to 1024MB.
Fixed an issue causing Unlimited Video Memory to be unavailable for users with certain discrete video cards.
Fixed an issue that was causing Unlimited Video Memory to become disabled on some multi-GPU configurations.
Battle performance improvements:

Eliminated battle pathfinding performance spike which caused battles to stutter.
Addressed a crash in siege battles which occurred on some maps after breaching walls with artillery.
Addressed a crash in Egyptian Large City battle caused by the map data.
Addressed a crash caused by squads within the same unit attempting to use different formations.
Fixed a UI lock-up when opening the steam overlay during the introduction sequence at the start of an ambush battle (while defending).

Gameplay Improvements

Battle AI improvements:

Fixed an issue which could cause the attacking siege AI to stall when attempting to breach the walls with artillery.
Improved coordination of AI defenders in city, port and town battles when they are outside the settlement. This improves the behaviour of disembarked naval units and reinforcement armies.
Addressed an issue which caused disembarked naval AI defenders in siege battles to become inactive.
Improved the battle AI's ability to predict the outcome of combat actions, allowing it to better commit its troops in combat.
Battle AI in field battles is now encouraged to outflank earlier when necessary.

General battle improvements:

Improved ladder docking in Rome city map.
Addressed collision gaps in fort walls caused by auxiliary buildings, which sometimes allowed units to pass through walls.
Prevented siege ladders/towers being pushed into the wall of a settlement on the battlefield.
Settlement gates no longer close on friendly units during battles.
Smoothed uneven terrain under a dockable wall in Egyptian port battle map.
Fixed wall in large Barbarian city map.
Fixed floating buildings in some Roman City and Barbarian battle maps.
General Campaign improvements:

Improvements made to the campaign auto-resolver's modelling of melee-based infantry, which corrects a wide range of auto-resolver imbalances.
In campaign mode, garrisoned Hastati will now upgrade correctly after researching the 'Cohort Organization' technology, which converts Hastati to Legionaries.
Slave army leaders will no longer always look Hellenic in Campaign mode.
Unit cards no longer appear outside of the merge window UI while merging units in campaign modes.
Settlement labels in Campaign modes now consistently display the diplomatic relationship status that is currently held with the owning faction. Red = War, Blue = Allied With, Grey = neutral.
Improvements made to the accuracy of the unit tooltip threat indicator in the battle UI.
Needs more Hamilcar.
Cinematic Mode shortcut key now works consistently in different languages.
Usability Improvements

Addressed a number of minor audio issues.
Battlefield death animations no longer with the victim in a kneeling pose.
Category icon no longer incorrectly appears on elephant units once the unit is out of control.

_________________
А еще приглядитесь к соседям, ведь лучше зять-наркоман, чем сосед-майнер. © Центральное Телевидение на НТВ
http://www.pictaramphotos.com/i/BfMUQuBFFT_


 

Member
Статус: Не в сети
Регистрация: 02.11.2013
Ну по крайней мере не заметил больше вылетов после двух трех сражений подряд после патча и это радует)
Перешел от избранных мечников к отважной знати. Разница между ними очень ощутима! В общем доволен как слон! Только цели у иценов не очень интересные разграбить или разрушить десять, двенадцать, тринадцать городов и т. д. Но что поделать - варвары есть варвары)) Еще я сделал поразительное открытие баллисты при штурме прибрежного поселения с воды просто имбовый юнит. На меня с моря напали два полный стека прекрасных спартнаских солдат. Из них доплыло и высадилось на сушу 0,7 стека. Оказывается попадание трех снарядов в корабль пускает его ко дну моментально. То есть мы имеем батарею из 4 баллист и если за 1 залп три из них попадают в цель - корабль тонет. У меня было три баллисты)
Как мне показалось также немного вырос минимальный фпс по ощущениям от игры.

_________________
Sarealius#2205


 

*Cofradia Intel*
Статус: Не в сети
Регистрация: 20.05.2010
Откуда: AC-DC
Фото: 130
Artur87 писал(а):
Еще я сделал поразительное открытие баллисты при штурме прибрежного поселения с воды просто имбовый юнит. На меня с моря напали два полный стека прекрасных спартнаских солдат. Из них доплыло и высадилось на сушу 0,7 стека. Оказывается попадание трех снарядов в корабль пускает его ко дну моментально. То есть мы имеем батарею из 4 баллист и если за 1 залп три из них попадают в цель - корабль тонет. У меня было три баллисты)

А ты думал?)
Грузовые корабли, они и должны быть слабыми и беззащитными.
Их нужно прикрывать флотом.
Приплыву я к тебе с флотом из 40 баллист и хана тебе)

_________________
А еще приглядитесь к соседям, ведь лучше зять-наркоман, чем сосед-майнер. © Центральное Телевидение на НТВ
http://www.pictaramphotos.com/i/BfMUQuBFFT_


 

Junior
Статус: Не в сети
Регистрация: 06.07.2011
В кооперативе с другом постоянно зависает игр на 157 ходу, у кого было похожее? чем лечить и что посоветуете?


 

Member
Статус: Не в сети
Регистрация: 02.11.2013
TOK писал(а):
Приплыву я к тебе с флотом из 40 баллист и хана тебе)

Мне море не понравилось в этой игре, корабли жутко тупят) В сегуне, закат самураев вообще море было интересным.. Ладно можно будет и так попробовать)

_________________
Sarealius#2205


 

*Cofradia Intel*
Статус: Не в сети
Регистрация: 20.05.2010
Откуда: AC-DC
Фото: 130
Artur87 писал(а):
Мне море не понравилось в этой игре, корабли жутко тупят) В сегуне, закат самураев вообще море было интересным.. Ладно можно будет и так попробовать)


Там у таранных кораблей приказы до конца не выполняются.
Я ему приказал врага таранить, он его 1 раз бортанул и всё, приказ отменился, дальше он его не бьёт, стоит бездельничает.
А компьютер тебя бьёт постоянно.

_________________
А еще приглядитесь к соседям, ведь лучше зять-наркоман, чем сосед-майнер. © Центральное Телевидение на НТВ
http://www.pictaramphotos.com/i/BfMUQuBFFT_


 

Member
Статус: Не в сети
Регистрация: 02.11.2013
TOK писал(а):
Я ему приказал врага таранить, он его 1 раз бортанул и всё, приказ отменился, дальше он его не бьёт, стоит бездельничает.

Вот это кстати вообще идиотизм, который также касается и пехоты. Отряд может стоят в гуще сражеия и извините за тавтологию просто стоять)) Вообще бред) Думаешь ага он там в гуще бьется, но на самом деле он просто тупит)

_________________
Sarealius#2205


 

Member
Статус: Не в сети
Регистрация: 11.12.2013
Цитата:
Отряд может стоят в гуще сражеия и извините за тавтологию просто стоять)) Вообще бред)

ахахах точно такая же ситуация произошла)))пока я флот десантировал - моя пехота стояла на стене смотрела как враги залезли по лестницам и ушли на точку захвата)))

Такой вопрос к любителям игры - здания, построенные с глобальной карты в окне развития города реально появляются на его территории в случае битвы?или дизайн городов рандомный?


 

*Cofradia Intel*
Статус: Не в сети
Регистрация: 20.05.2010
Откуда: AC-DC
Фото: 130
Ну что вы, бетмены?
Вышло новое (11) обновление - Времена года и Чудеса.
Почему еще не было?

Теперь каждый ход у тебя новое время года: лето-осень-зима-весна.
Теперь при смерти от старости генеральская свита не исчезает, а остается со всем опытом и улучшениями.
Теперь не нужно захватывать точки победы в битвах за деревни (она теперь дает бонус к морали тому кто держит).
В битве за столицу вместо 3-х точек победы осталась одна, остальные 2 дают мораль.
Добавили новые здания (Для Рима - шахты в поселках).
Наконец-то появились огненные снаряды для тяжелых онагров.
Ну и понятное дело ребаланс.
"Total War ROME II: Season and Wonders Update"
Seasons and Wonders Update

The Seasons and Wonders Update adds a selection of new content and functionality to the main game. It also Includes AI, technical and gameplay improvements and prepares the game for players who purchase the Hannibal at the Gates Campaign Pack DLC which is released on the 27th March.



Carthage Roster update

After the Sicilian Wars of the 4th and 5th centuries BC, the trading empire’s armed forces were left dangerously depleted, and their senate instituted a greater reliance on mercenaries to bolster their elite citizen infantry. To reflect this we’ve expanded Carthage’s mercenary recruitment pool to include three new units: Numidian Noble Cavalry, Mercenary Noble Fighters and Italian Swordsmen, along with Celtic Light Horse and Balearic Slingers. Any foreign factions who find themselves in Carthaginian territory will also be able to hire the two latter units as mercenaries.



Twitch.TV support

ROME II now natively supports Twitch.TV broadcasts, which enables you to send live gameplay streams to your Twitch.TV channel and chat directly with viewers. Check out the options from the main menu. You’ll find a new Broadcasting tab in the options menu which gives you a number of variables to tweak to get your stream looking and sounding right, including bitrate, server selection, framerate, microphone volume and so forth. When you’ve set up a Twitch.TV account and logged in via ROME II’s Broadcast tab, simply hit the new Twitch button in the ROME II UI in-game, and away you go. We’ve posted a full broadcasting guide on the Total War Wiki, which will help you set up a Twitch account, get broadcasting, and talking with viewers and fellow broadcasters. Please note that loading screens will appear black to viewers while broadcasting; this will be addressed in the next update.



Seasons in the Grand Campaign

Seasons are now in the Grand Campaign, and will cycle through 1 season as each year passes. Like Caesar in Gaul, these come with their own visual and gameplay effects, such as winter attrition.



Battlefield Wonders

If you fight a battle in the vicinity of one of the following wonders, you’ll see these epic sights on the battle map. New Battlefield Wonders include:


Statue of Zeus at Olympia
Mausoleum of Halicarnassus
The Pharos of Alexandria
The Colossus of Rhodes
Bam Citadel
The Oracle of Amun Re



Touchscreen Support

If you’re playing ROME II on a touchscreen device, such as an Ultrabook, we’ve implemented touchscreen input support in partnership with Intel. You can browse the input instructions in the ROME II Encyclopaedia, which explain how to use the camera, navigate maps, and give army and unit orders via fingertip gestures.


Technical and Performance Improvements

Battle

Improved battlefield pathfinding.
Crash fix for an infrequent AI crash which occurred during encampment battles, after a palisade had been destroyed.
Improved the plane of water in battle maps, to reduce harsh edges when it intersected with the terrain.
Fix for large pathfinding spikes in barbarian siege battle, which caused battles to stutter.
Fix for the battlefield terrain sometimes turning black when switching between graphics settings on some configurations.
Fix for a rare crash while units disembarked from ships during combined battle.

Campaign

Fix for a large frame rate drop when placing the mouse over a blockaded port with an agent selected. Agents can now act on blockaded settlements.
The sea on the campaign will no longer clips through the land around some coastal settlements on various screen resolutions.
Fix for a client crash when the host switches from a Multiplayer Campaign lobby to battle lobby whilst client is joining.

Modding

Added support for disabling / enabling out of date mods in the Launcher. This is likely to stop game crashes when an update is released.
Fixed the "show_message_event()" campaign script function. The function takes an event key from the "message_events" table, an integer X co-ordinate and an integer Y co-ordinate as parameters. Custom events can be added by modders, but must have an event key beginning with "custom_event_", followed by a number (e.g. "custom_event_678").

Gameplay Improvements


Battle AI improvements

Improvements to how the Battle AI calculates the priorities for attacking/defending certain areas in cities and minor settlements, to reduce passive AI in some situations.
When the player disembarks defending units, the attacking AI will no longer flip-flop between attacking the city and the newly disembarked units.
Improvements made to the siege battle AI’s ability to re-use previously abandoned siege vehicles when attacking.
Fixed a Barbarian minor port battlefield variant, which previously only allowed the battle AI to access one side of the map that they were deployed in. The battlefield AI will now be able to use all of this map as intended.
Artillery units are now moved to a more useful position during battles, for example closer to the settlements if they are out of range in order to bombard them.
Improvements to Battle AI bracing.
Improved disembarking behaviour for AI Naval units in battle.

General battle improvements

Victory conditions in un-walled settlements and encampment battles are no longer based on victory points. These victory points remain, but now provide a morale bonus to nearby troops holding the position.
Victory conditions in walled settlements are now based on a single victory point only, rather than three in some maps. These victory points remain, but now provide a morale bonus to nearby troops holding the position.
Following the changes made to the victory conditions in minor settlements and encampment battles, the battle AI is free to leave the victory point when defending to engage attackers outside, and will now attempt to do so when beneficial.
The "Weak points" feature in siege battles was deemed counter-intuitive and therefore has been removed. Previously, this feature caused some sections of city wall to be weak which could be exploited by the attacker, even if the city had no damage in the campaign.
In the Zarmizegetusa (Roman city map variant) battle map, captured gates will now be owned by the correct army when taken.
Fixed a problem in the Alexandria siege map, which sometimes lead attacking AI into a dead-end, or made the AI only focus on 1 victory point. Also fixed some collision on some stairs in this map.
Tweaked sidestepping/strafing speeds of units on the battlefield.
Fixed elephant riders incorrectly using firing animations while facing in the wrong directions.
Missile cavalry will now draw melee weapons correctly when charging.
Minor improvements to the terrain heights in the Carthage Historical Battle.
Horse Archers and other fast skirmishers are now more effective in auto-resolved combat.
Improved ladder docking points, and the terrain beneath them in the medium Egyptian port battlefield settlement, to allow ladders to dock more effectively.
Fix for missing secondary weapons for Dacian Noble Horsemen and Persian Cavalry.

General AI improvements

Improved public order management in Campaign modes.
Improved the Campaign AI’s strategic analysis of enemy force distribution.

General Campaign improvements

Improvements to end-turn times in Campaign modes.
The pool of Factional mercenaries in campaign mode is now replenished after a mercenary is recruited.
When an agent attempts to assassinate a barbarian warlord, the warlord will no longer move to another location before the wounded animation begins.
Agent actions that extend building construction time no longer stack. Cancelling and restarting construction no longer circumvents extended construction time.
Fix for flammable rounds not being available in campaign.
Indian Armoured Elephants added as a unit available to generals in campaign for Baktria.
Changed transition cost from land to sea.
Increased cost of moving across sea on campaign, increased navy ship action points to compensate. Land armies moving on sea will now travel a smaller distance each turn.
Moved Cohort Organisation to higher in Roman tech tree.
Adjusted siege techs for most factions so siege towers and battering rams are unlocked earlier.
Changed unlock requirements for tier II Hellenic main barracks to same as for tier II Hellenic light barracks.
Changed raiding stance to reduce GDP in region instead of giving an unhappiness penalty.
New minor industrial chain now available in all campaigns.
Fix for Campaign AI accidentally declaring war by converting neutral agents.

Persistent General's Bodyguards

If a general/admiral is leading a force and is replaced, then his bodyguard unit is retained with him and slowly replenishes (no upkeep costs are paid for this unit though).

If that general/admiral is reappointed to a force then the player has the choice to retain the existing bodyguard for free (including experience and unit upgrades), or to pay to change the bodyguard (to a fresh unit with no experience or unit upgrades).

When a general/admiral dies you must still pay the normal costs to replace them. If there are no free replacements available (for example an admiral dies and all of your possible replacements had land bodyguard units) and you do not have sufficient money for any of the available replacements then you must reappoint an existing general/admiral with a changed bodyguard for a reduced cost, but the size of the bodyguard will also be reduced.

If a general/admiral dies and you have no generals/admirals available to replace him and you do not have sufficient money to hire a new candidate, then you must hire a candidate at a reduced cost, but the bodyguard will also be reduced in size.



Balancing Changes

Scythian Royal Horse Archers now have the Heavy Shot ability.
Gallic Hunter arrows are no longer missing while they are reloading.
Adjusted military generator templates for AI to produce more balanced armies.
Reduced damage, ammo and reload rate of javelin armed missile units.
Reduced AP damage of slingers.
Rebalanced cavalry melee attack and melee defence, reduced horse hit points.
Adjusted pike balancing.
Reduced chariot mass.

Usability Improvements

Battle

Audio bug fixed for units sometimes using "selection" voice over, when they began wavering on the battlefield.
Improved use of battle order response audio for several units.

Campaign

Added XP, bonuses, man count, cost & inactive states to General’s Bodyguard panel to support new General’s Bodyguard design.

Encyclopaedia

Regions on faction pages now click through to interactive map.
Abilities/attributes on unit pages now click through to relevant manual articles.
Touch controls article added to manual.
Garrison unit cards display numbers of units.

_________________
А еще приглядитесь к соседям, ведь лучше зять-наркоман, чем сосед-майнер. © Центральное Телевидение на НТВ
http://www.pictaramphotos.com/i/BfMUQuBFFT_


 

Member
Статус: Не в сети
Регистрация: 11.12.2013
друзья, кто подскажет с чем связан рост в городах?в каких-то он есть, в каких-то упорно стоит уже несколько ходов на нуле


 

*Cofradia Intel*
Статус: Не в сети
Регистрация: 20.05.2010
Откуда: AC-DC
Фото: 130
progress11 писал(а):
друзья, кто подскажет с чем связан рост в городах?в каких-то он есть, в каких-то упорно стоит уже несколько ходов на нуле

От настроения жителей провинции (счастливы или нет), от избытка продовольствия (хлебушек) и от доп. построек, типа акведуков.

_________________
А еще приглядитесь к соседям, ведь лучше зять-наркоман, чем сосед-майнер. © Центральное Телевидение на НТВ
http://www.pictaramphotos.com/i/BfMUQuBFFT_


 

Member
Статус: Не в сети
Регистрация: 02.02.2010
Откуда: Краснодар/Москв
progress11 и налогов.

_________________
B-tag: JackJack#2321


 

Member
Статус: Не в сети
Регистрация: 11.12.2013
ну вот у меня есть город, где настроение 100, еда +6, а рост ноль, в чем дело?в одном из городов провинции есть акведук


 

Member
Статус: Не в сети
Регистрация: 02.02.2010
Откуда: Краснодар/Москв
progress11 либо болезни, либо он уже максимально развился.

_________________
B-tag: JackJack#2321


 

Member
Статус: Не в сети
Регистрация: 11.12.2013
jackisdead писал(а):
progress11 либо болезни, либо он уже максимально развился.

ну основная постройка(желтое здание которое первое в списке построек в городе) еще только 3лвл


Показать сообщения за:  Поле сортировки  
Начать новую тему Новая тема / Ответить на тему Ответить  Сообщений: 1890 • Страница 61 из 95<  1 ... 58  59  60  61  62  63  64 ... 95  >
-

Часовой пояс: UTC + 3 часа


Кто сейчас на конференции

Сейчас этот форум просматривают: Google [Bot], sealegend, tch76 и гости: 23


Вы не можете начинать темы
Вы не можете отвечать на сообщения
Вы не можете редактировать свои сообщения
Вы не можете удалять свои сообщения
Вы не можете добавлять вложения

Перейти:  
Создано на основе phpBB® Forum Software © phpBB Group
Русская поддержка phpBB | Kolobok smiles © Aiwan