[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 12:07:59 -0400

Oh, cool, thanks! I was wondering about that.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Niklas
Rittinghaus
Sent: Thursday, October 16, 2014 11:31 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: minor age of warlords update

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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