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

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Thu, 16 Oct 2014 12:02:42 -0400

Hi,
Yes, it is the dropbox link. Sometimes it is faster to download that way for 
people cause it is faster for them. It should also be available thru TB as a 
download, even if you downloaded it before I think, but I am not sure about how 
that works.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Vojtech Polášek
Sent: Thursday, October 16, 2014 9:52 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [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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