[ian-reeds-games] Re: Minor Bug in Warlords re Settlers

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 6 Sep 2013 10:58:03 -0400

Lol, I don't blame you for wanting to wait and see if you can win. 
Good luck , Warlord!

al 
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael Tholl
Sent: Thursday, September 05, 2013 11:43 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers

Sounds intrriguing on the modern map.
Will be interesting to play the updated warlords, too, though I'm not
starting over again until I win or lose this map. grins i started the game
and looked at my pretty formation outside the east gate, and alas, a pesky
medusa came along and made that double line formation of archers and cav
with some foot into a pretty picture in truth. rofl It's actually time for
the caverns to pull another medusa and basilisk out I think, and I've gained
little ground toward ridding the map of the caverns. my units are all
cringing at the idea.
I have a pretty dragon battle going on in the skies over the northern
territory now, and a lone red dragon is being taken out by several minotaurs
and dwarves in the east.
The Axis was finally kind enough to clear the spearhead of that pretty
picture from the road outside the east gate for me, so I can finally move in
fresh troops to set up a protection for the artillery that has arrived to
take out the gate.
The orcs' home is close to 50 percent destroyed, though I've had to all but
leave the drow alone to accomplish this.
The southern gate, where I had such a large staging area hs heated up
massively, thanks to a lot of undead and goblins supporting the few orcs who
have given up on retaking the southwestern quadrant, so perhaps the elves
with some human support cn begin to chip away at the drow home.
All in all, still exciting, and I can't honestly say that a win will be the
final outcome, though once again, the north and east begin to look
promising.
Only one centaur clan left to grab, but the diplomat will have to hope the
northern territory stays stable with the current engagements so he can
safely reach the centaurs. My thought is a basilisk will come boiling out of
the northern gate, freeze all the centaurs and the griffon cav, then freeze
the dragons, and hit the diplomat just as he reaches the stone clan. rofl
btw I got my first glade dancer and got him into the action the last round i
played tonight. I need to move him away from everyone the next time I use
the dance, but it probably saved several lives, even if it wounded a few
friendlies. That was cool to watch.
I kind of like the idea of the units crumbling a round after gaze now,
because it's held me up in the east, though it is nice to watch the Axis
waste time eaking out petrified units rather than those on the move. grin
I'll have to try out some of the other packs that have come out recently
after this war is over.  They look pretty fun, too.
Somewhere in all this, I really should get back to work on my first map
pack.  So difficult to create when so many orcs, goblins, demons, and the
like need squishing.:p Michael


On 9/5/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> That is awesome! Even with the flaws in the map your enjoying it, so I 
> am grateful for that!
>
> I do plan on updating this after I get off the computer in a bit.
>
> 1. medusa and basilisks should be easier to deal with. They  start 
> with two gaze attacks and then have to wait three rounds till they 
> recharge for the next etc.
> 2. Gave the elves a shrine that is just the temple of the elves. I 
> might switch out the cleric for a druid and throw in the blade dancer 
> instead of paladin to give it an ethnic elf quality, grin.
>
> 3.Gave the halflings a little bonus in damage, not a lot, just enough 
> to make them competitive.
>  4. gave the unicorn cavalry teleport. Warning, don't put these on ai 
> control, since they will use teleport to move one space at a time. 
> Teleport does not cost an action, so the unicorn cavalry can get 
> immediately into the action.
> 5. all towers, good and bad, now pump out a spellcaster as soon as it 
> is built, but the dragons still have to wait. The players dragons have 
> a little boost  in energy recharge  so hopefully they will come out a 
> bit sooner.
> 6. gaze turns units into stone, which has one health. They crumble 
> after 1 round. This is to stop the confusion of units that might be 
> paralyzed or who still lives.
> 7.druid has the magic missile spell, which is not a splash effect spell.
> 8. redid the order of good structure so Avalon is first when button 
> pressed.
>
> I haven't tested anything as of yet, so if anything sucks or doesn't 
> work as advertised let me know please.
>
> Also I got the  crossover make more or less up and running, although I 
> am not  sure how much fun it will be.
>
> The modern units are:
>  Modern infantry: machine guns and a grenade launcher National guard: 
> like infantry, weaker and no grenade launcher  Mobil armor: faster, 
> but uses machine guns for combat and has better armor Tank division 
> incredible armor, plus bombard of the cannon Fighter squadron: can 
> fight or launch missiles Bomber squadron: cannot fight, but can drop 
> bombs on targets doing massive damage.
> Attack helicopter: guns and missiles, usually low flying
>
> Launch missile: These are not units, but they are direct fire Launch 
> nuclear missile: each air base has one of these. It is direct fire, 
> and causes radioactive  damage to the land where it hits. It kills 
> everything immediately.
>
> All flying machines have fuel. Helicopters have 20, fighters 30 and 
> bombers 40.
> If you wish to refuel, go back to an army or air force base and use 
> that bases resupply skill. That replenishes fuel, missiles and 
> grenades
>
> al
>
>
>
> -----Original Message-----
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael 
> Tholl
> Sent: Thursday, September 05, 2013 12:33 PM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers
>
> Hi Allan,
> I think the west is the easiest, but it's a bit of a relief with the 
> heat of the other fronts.
> I may have exaggerated a bit about the ease, as the fight has moved 
> from the forest to inside the mountains, where I think I may be slowly 
> be forced back a bit.  It helped to get rid of the sorcer's tower to 
> stop the dragons but the AI is being smart and sending a lot of force 
> to that point.  I'm hoping that my breach in the south will pull some 
> of that back to the staging area.
> I think the biggest issue isn't that gaze freezes things and leaves 
> them alive for so long, though that can be confusing, it's that a 
> basilisk uses gaze five or more times in a round, and moves a lot at 
> the same time, and still is left with a physical attack as well. Those
guys are juggernauts.
> lol Something kind of odd.
> Once I developed a force in the east and drove back the assault over 
> there and lined up troops to assault the east gate, the AI seems to 
> have stopped mounting a force there. I haven't started the game today, 
> about to do that actually, but I think the only unit the AI has over 
> there is a medusa, and I'm hoping I didn't make a mistake by bypassing 
> that with the dragon on that side.
> I had the same issue with diplomats ont hat side, but suddenly I have 
> two over there, both just a round away from getting dwarves and the 
> northeastern centaurs.
> It's kind of funny that the west stabilized so easily, and yet, I 
> can't get a diplomat to those centaurs. lol think I can manage it this 
> time, but that diplomat is far away.
> Those mercenary legions are awesome gate breakers btw, I have one in 
> the field so far, and another on the way, but they're almost an answer 
> to the northern basilisk issue. grins.
> It really feels like a lost cause for several rounds, and even now 
> with things stabilizing, I don't feel safe.
> Even in the west where things went so smoothly, I've started sending 
> some troops up from Avalon to bolster that force. I keep getting my 
> spiders killed, so I've learned the first thing they should do is bite
something.
> The north is now just a holding ground for me, and the east looks the 
> most organized, which is incredible to me, since I had an uphill 
> battle allt he way over there.
> I'm looking forward to the fighting in the mountains now, as that's 
> the most fluid, and I may even have to pull back in the west and 
> regroup.  We'll see how it goes. there's a red dragon on the loose 
> over there, I think, and drow dragonriders, and my white dragon isn't 
> making much of a dent.
> I hurt myself on that front with my wizard though, he used the ice 
> blast thing, and did more damage to the allies than to the axis. lol I 
> also love being able to get set up in a standard roman/medieval 
> military formation with cavalry on the wings, and being able to 
> assault towers and gates and then move back into position without 
> taking hits.  I adapted that last night after realizing that the elf 
> artillery would take several rounds to get into place.  In fact, by 
> the time it's in place, I may be moving it in to start pounding the 
> caverns or the dark tower.
> I don't think I've found any packs that I just don't like playing, but 
> this one plays so much like a rts war game that it's addictive. grins 
> I wish I'd kept notes on the campaign, because it could almost be 
> written into a cool hack and slash story.
> Michael
>
>
> On 9/5/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
>> Thanks Michael!
>> That helps me quite a bit.
>>
>> I had noticed that the west is a piece of cake, especially with a 
>> keep right there, which is what I tend to do with one of them.
>> Is that too easy on the west?
>>
>> I am fixing the gaze attack. Instead of paralysis, I simply have 
>> units turn into stone statues with 1 health. They crumble into dust 
>> after 1
> round.
>> That way the board can get cleared quickly, and you won't have any 
>> issues trying to remember who is turned to stone or not.
>>
>> I put the chance of success at 65%, but the gaze seems to work almost 
>> all the time. I did try to imporive the number of times a gaze can be 
>> used, maybe once every 3 rounds or so.
>>
>> I have continually tried to get to the dwarves, but  my diplomats 
>> keep getting killed. I thought about putting an embassy and a 
>> merchant guild with the dwarves, but maybe that is too easy.
>>
>> I think I can make the good dragons and spellcasters come out faster.
>>
>> I plan on giving teleport to the unicorn cavalry as well, to get them 
>> quickly into the battle. The reason I didn't do it yet is because the 
>> computer ai doesn't really understand what the teleport does, and 
>> simply uses it to move one square, lol.
>>
>> That would be a great scripting thing for someone, to get the 
>> computer to choose the long range on those kind of skills to make 
>> them a little more effective.
>>
>> I can easily give the elves a temple or shrine to cover the healing
> issues.
>>
>>
>> I also thought about trying to get the elves the ability to walk a 
>> little quicker in the forest. I am still thinking on how to do that
> though.
>>
>> Thanks for all your input. That helped me a lot.
>>
>> al
>>
>>
>> -----Original Message-----
>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael 
>> Tholl
>> Sent: Thursday, September 05, 2013 8:09 AM
>> To: ian-reeds-games@xxxxxxxxxxxxx
>> Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers
>>
>> I tend to use control a lot to interrupt, but only when I've already 
>> gotten a good feel for the map and understand what's likely to happen.
>> There are still occasions where I get surprised, but it does work to 
>> speed up the enemy's turn.
>>
>> I'm actually enjoying Axis and Allies more than any other map.
>> I admit there are some annoyances, such as waiting so long to get any 
>> sort of healers or dragons while the computer pumps out such units in
> droves.
>> Still, it does make for an interesting challenge.
>> Also not sure how intentional it was, but the east and west sides of 
>> the map are very different. The eastern side is heavily waited toward 
>> being ravaged by the enemy since it takes a while to build up any 
>> sort of holding force on that side of the map without sacrificing 
>> your holdings.
>> Still, I find this to be an intersting challenge to overcome since I 
>> tie up the westers side of the map in about 10 turns, and the 
>> southern area is more of a staging ground with some skirmishing. 
>> grins My biggest issue, and I think it is probably unintentional is 
>> the basalisks.
>> I stoppped to watch this happen a few times after being very 
>> surprised when it happened a couple of times.
>> The basilisks will use gaze over and over. Either they regain energy 
>> too fast, or it's not reducing correctly or both, because I watched 
>> two separate basilisks on two separate occasions utterly crush two 
>> separate armies sent into the northlands.
>> I have a map sitting how with something like 5 artillery pieces, 4 
>> wolfriders, 4 slingers, and at one point 10 skirmishers, all frozen.
>> I'm sure there were more slingers and wolfriders, but the enemy is 
>> slowly killing off my statues up there.  Oh, and one move away from a 
>> diplomatic mission also one of the orginal two diplomats stands as a 
>> statue. lol As annoying as this is it's also amusing, because all 
>> across the northlands is scattered an army that first pushed back the 
>> enemy, despite being weaker elements of the Allies, and had just laid 
>> siege to the northern gates, with more artillery on the way, or 
>> frozen in a couple of cases, and now with only a couple of exceptions 
>> who are luring this current basilisk back to some watchtowers, it 
>> looks like a still picture of an army. lol I think I'm rambling here, 
>> so I'll stop now, just wanted to say that while small maps are fun, 
>> this particular map is really fun to play, very interesting problems 
>> to overcome, and I have no problems with playing others like this.
>> Hmm, one last thing.. sorry.
>> About the keep versus settlers, I'm of two minds on this.
>> I've played with both, but when I had the settlers, I did not have 
>> the skirmishers.  I liked making that new settlement, because it 
>> allowed me to make a temple on the eastern side of the map to help 
>> with healing. I was able to move the settlers over near ShadowFax, 
>> which allowed for the temple and watchtower on that side of the map.
>> With the extra keep I have wrapped up the western side of the map 
>> fast, and can send a constant supply of fresh troops into the 
>> mountains on
> that side.
>> I think it depends on how you really want the map to play, because 
>> with settlers, you can begin to stabilize the east sooner and save a 
>> couple of hamlets, but it eventually could make the map too easy.
>> Michael
>>
>>
>> On 9/5/13, shaun everiss <sm.everiss@xxxxxxxxx> wrote:
>>> wander if there is a way to have the program speak only sertain events.
>>> I don't necessarily need to hear every event that happens.
>>> I want to here where an enemy goes especially if I can not see it yet.
>>> I want to know if my player is killed by an enemy or if they are in 
>>> danger of doing so.
>>> I don't need to hear every attack per say from every unit, maybe one 
>>> announcement that says x unit attacked y player or used x skills on 
>>> player causing x dammage or if I choose to simply having something 
>>> like x player was hit or killed by y units.
>>> I'd also like to know maybe as a optional thing to be accessed at 
>>> any time  if or what player or enemy unit is close to me.
>>> I'd also like some battle timeline to read off with a key should I 
>>> need it like in entombed so I can hit the players that are likely to 
>>> cause serious dammage first or at least have a chance to handle my 
>>> units better.
>>> right now I just run towards the player, attack and hope I kill the 
>>> units or whatever before I run out of movement.
>>> if I still live after an attack try again to handle another unit or 
>>> whatever.
>>>
>>> At 02:25 PM 9/5/2013, you wrote:
>>>>The player can always press control each time they want to skip a 
>>>>chunk of spoken text, or hold it if they want to skip the AI 
>>>>announcements completely.
>>>>That speeds up the AI's turn a bit, not sure what else we might do 
>>>>to make it naturally faster.
>>>>There is a preferences option to affect whether coordinates are 
>>>>announced during AI messages.
>>>>Turning the coordinates off might help a bit.
>>>>
>>>>Ian Reed
>>>>
>>>>On 9/4/2013 3:38 PM, Allan Thompson wrote:
>>>>>Ok, I am glad they are addictive! It seems like the simpler they 
>>>>>are, the more fun they are, lol. I should take that to heart.
>>>>>
>>>>>So I can probably do something else with the day map. I thought 
>>>>>maybe a pitched battle, trying to get settlers somewhere...maybe a 
>>>>>heroic action over a chasm or something.
>>>>>
>>>>>I worry that the axis and allies map is just too cumbersome. I 
>>>>>mean, around round 10, the enemy takes forever and I wonder if 
>>>>>people just give up on  it by then.
>>>>>Maybe a scripter or Ian  might have an idea on how to  shorten a 
>>>>>computer's move?
>>>>>
>>>>>al
>>>>>
>>>>>al
>>>>>
>>>>>-----Original Message-----
>>>>>From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>>>[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak 
>>>>>Claassen
>>>>>Sent: Wednesday, September 04, 2013 1:53 PM
>>>>>To: ian-reeds-games@xxxxxxxxxxxxx
>>>>>Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers
>>>>>
>>>>>I prefer the night battle map, it's annoying to hear everything the 
>>>>>enemy  is doing each turn while you're just trying to build up your 
>>>>>army.  It  wasn't that much of a problem on the survival of the 
>>>>>strongest map since the  enemy only had one building with which to 
>>>>>recruit, but on the tale of two  cities map it can be a bit too 
>>>>>much.
>>>>>Really awesome and addictive maps by the way
>>>>>
>>>>>On 9/4/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
>>>>>>ROFL!
>>>>>>Who would ever name their settlement "bowman 1" lol.
>>>>>>It is really strange though. I wonder why that happened?
>>>>>>
>>>>>>Do you like the night battle  better then the day battle? Just  
>>>>>>curious.
>>>>>>
>>>>>>al
>>>>>>
>>>>>>-----Original Message-----
>>>>>>From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>>>>[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jono 
>>>>>>Heaps
>>>>>>Sent: Wednesday, September 04, 2013 10:12 AM
>>>>>>To: ian-reeds-games@xxxxxxxxxxxxx
>>>>>>Subject: [ian-reeds-games] Minor Bug in Warlords re Settlers
>>>>>>
>>>>>>Hi all,
>>>>>>
>>>>>>I encountered a rather intriguing bug in the Warlords map (by the 
>>>>>>way, I'm using Dev 28 so this might no longer be relevant). I was 
>>>>>>playing the Orc Night Battle and managed to upgrade my city to a 
>>>>>>citadel, thus giving me the opportunity to recruit settlers. This 
>>>>>>I duly did, but forgot to toggle the AI to off. Consequently they 
>>>>>>decided they were their own boss and erected a new settlement 
>>>>>>right where "Bowman one, the elite archer" happened to be manning 
>>>>>>his post. So that turn I went to find my new settlement and...low 
>>>>>>and behold, bowman one had disappeared off the face of the map and 
>>>>>>the settlement had been built in his place! It was even named 
>>>>>>after him. Bowman one, the good settlement. An unusual 
>>>>>>metimorphisus to be sure, but a fitting tribute as he had faught 
>>>>>>most valliently, many a smelly orc wilting before the fury of his
intent.
>>>>>>
>>>>>>So like I say, a minor bug and probably not current since I am 
>>>>>>about five versions behind, but probably one of the most 
>>>>>>interesting hiccups I've ever come across so thought I'd share.
>>>>>>
>>>>>>Jono
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>>
>>>
>>>
>>
>>
>>
>>
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