[ian-reeds-games] Re: minor age of warlords update

  • From: Niklas Rittinghaus <niklasrittinghaus@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Thu, 16 Oct 2014 08:30:36 -0700 (PDT)

Hi,

it's available through TB. I tryed it and it shows up.

Greeds
Niklas

--- Ursprüngliche Nachricht ---
> Von:         "Vojtech Polásek" <krecoun@xxxxxxxxx>  Wichtigkeit Normal
> Gesendet am: 16.10.2014 13:51:52
> An:          ian-reeds-games@xxxxxxxxxxxxx; 
> CC:          
> Betreff:     [ian-reeds-games] Re: minor age of warlords update
> 
> Hi,
> just a quick question - this link is on your own Dropbox, or will I get
> this update also through TB?
> Thanks,
> Vojta
> On 16.10.2014 04:58, Allan Thompson wrote:
> > Hi guys,
> > I just dropped it into the drop box so it will take a little bit. 
> >
> > The link is below:
> >
> > https://dl.dropboxusercontent.com/u/68028683/age%20of%20warlords.zip
> >
> >
> > So far...
> >
> > Made it so that life drain can only be used on targets with energy. 
> > Unfortunately there
> is no way I know of to make a direct transfer of points, so hopefully this 
> will make it
> more reasonable at least.
> >
> > Fixed the good team enemy flag. Before it only saw evil as an enemy, but 
> > now it should
> see both enemy and rebellion teams as enemies. Hopefully this will give the 
> map a little
> more balance.
> >
> > Created the dungeon of doom, which essentially is a dungeon/tavern building 
> > with the
> added new critter frost giant.
> >
> > The frost giant can be used to freeze water, and throw boulders. They are a 
> > bit tougher
> then stone giants. I don't have a decent cursor sound for it  so bear with me.
> >
> > If you wish to check them out, there is a frost giant sitting on each 
> > cavern in the
> battle of twilight the other side easy map.
> > The other side easy map  had the necropolis taken out, and was replaced 
> > with the
> dungeon of doom.
> >
> > In the other side medium map, the northern cavern has the mine, and the 
> > southern cavern
> has the dungeon of doom. Since placement is up to six tiles away,  it is up 
> to the player
> to decide when and where it is a good idea to bring those out for use.
> >
> > The hard map is unchanged, and has no buildings at all.
> >
> > I think that is about it.
> > Let me know if you got any problems or complaints or questions.
> >
> > al
> >
> >
> >
> > -----Original Message-----
> > From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh
> > Sent: Wednesday, October 15, 2014 5:45 PM
> > To: ian-reeds-games@xxxxxxxxxxxxx
> > Subject: [ian-reeds-games] Re: twilight: wrong side of the river
> >
> > Hi allan, I think that the necrotic elemental tower would be an okay choice 
> > for the
> other building. Though I had another idea, you could allow us to make a 
> dungeon for
> medium mode after say like 10 or 20 or something turns. This would give us 
> more choice
> for what units to recruit.. I'm really fond of gnoll archers and bards; the 
> other units
> are basically just offshoots of what we already have. Still, choose 1 or the 
> other, if
> you go with the necrotic elemental tower that'd be extremely potent oncec you 
> get across
> the bridge because you can get a necro in there to do a negative energy blast 
> because the
> enemy units just pile up there. Perhaps make it so you can only build the 
> tower after 7
> or 8 rounds though, just so that people don't accidentally build it too early 
> and get it
> destroyed by lantern tower or something.
> > Oh wait I just had another idea, since you have 2 caverns you could have
> > 1 of them be able to make a necrotic elemental tower and another be able to 
> > make
> something else, either a dungeon or a necropolis or something.
> > Give one of them the copper mine power, but not both, that way you would 
> > have to decide
> where to take your caravans.
> > And why did I not mention the necropolis, its units just aren't equipped to 
> > survive
> long against a hail of attacks from the enemies. Vampires are fairly powerful 
> especially
> if you do selarity, then 3 blood drains, but since they don't regenerate, 
> they would lose
> at least 20 or 30 health if they were on the front lines.
> >
> > Also a couple things to note:
> > necromancers can energy drain from units that don't have energy, which 
> > basically means
> they get free energy. Probably you should put some only_useable_on condition 
> into there
> or something.
> > In An inconvenient treaty, no matter what team you decide to play as, you 
> > lose if
> daggerdale dies, even if it's not your own hamlet. This happens because of 
> the change
> that makes it so death and escape conditions work no matter what team the 
> units were on
> or something. I think though, that that map is really hard since you are 
> protecting a
> weak hamlet with barely any defense to speak of, and it's like twice as hard 
> if you play
> evil because both the good and the rebellion teams go after you. It's a lot 
> better if you
> play as good or rebellion, because the other team you aren't on attacks the 
> evil and kind
> of ignores you ... kind of weird interplay going on in there.
> >
> >
> >
> 
> 
> 
> 


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