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. > > > > > > > > > >