[ian-reeds-games] Re: fortresss upgrade in aowt

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 18 Jan 2014 08:57:53 -0500

Thanks Craig, I think I lucked out on the twilight map, so I am glad that 
turned out as well as it did and that people like it.

al


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
Sent: Saturday, January 18, 2014 5:23 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: fortresss upgrade in aowt

I played the original version of Battle at Twilight last night, the kinfolk one 
this time. It was, I agree, hard, I did lose my hamlet and the Keep, but after 
my Settlement had expanded into a town, the battle was firmly in my favour. So 
it is definitely doable as was. And I must say, fun! Nice work Al.

Craig

On 18/01/2014 07:03, Allan Thompson wrote:
> Ok, Here we go, grin.
> There is six scorpion ballists instead of the two towers and two blank 
> ramparts for the players own towers.
>
> The caverns now start at 0, so you won't see your first monster till 
> about round 4, and you will see about every monster on the map by 
> around round 8 thru round 10 depending on the random nature of the coins 
> coming in.
> I also think the take aim skill is  working , hopefully. Before it did 
> not seem to be doing the damage it should be doing, so if you start 
> noticing higher damage, then hopefully that is handled.
> Link is below. Let me know if this is a bit better to play.
> Oh, it has alternative after the name of it, just so you know.
> Link is below:
>
> https://dl.dropboxusercontent.com/u/68028683/age%20of%20warlords.zip
>
>
>
> al
> -----Original Message-----
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan 
> Thompson
> Sent: Saturday, January 18, 2014 1:27 AM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: fortresss upgrade in aowt
>
> Hi,
> What I can do is make a second map featureing the things you  
> mentioned. I can replace the scorp towers with the scorp ballistas (4 
> or 6? I can't remember what was originally there) I can also make it 
> for that second map so that the monsters don't come out
> right away. Maybe that will   make a difference.
> I think I will call it twilight alternate or something like that so 
> people can try out both and see which one they like best.
>
> Thanks for the feed back!
> al
>   -----Original Message-----
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of me me
> Sent: Friday, January 17, 2014 10:59 PM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: fortresss upgrade in aowt
>
> I got the new version of A O W today. Whatever you did to the caverns 
> of chaos, it's made the game even worse on the twilight map. I noticed 
> the new manticore unit. The fact that the caverns of chaos can summon 
> the manticore and every other unit type on round 1 is completely 
> insane. Due to all those enemy units coming out, I lost twilight town 
> on round 6, and twilight watch on round 8. I recruited everything I 
> could. Even crappy infantry that refused to move because they liked 
> fortifying better. Especially when it's like 10 units against 4 super 
> weak units from settlements and keeps and a couple watchtowers. Maybe 
> giving the chaos caverns 0 resources to begin with instead of like 400 
> of each will be ok. I know you'll argue that that lets the player do 
> damage to the caverns with their griffin cavalry, but once the units 
> are recruited, any units near the caverns of chaos are dispatched by 
> the medium defenders, or by the recruited units. The flying manticore thing 
> is interesting though. IT forces the son and moon towers to do some work.
> Also, I was sad that you nerfed the catapult units. There used to be 4 
> scorpion ballista and now there's 2 super nerfed ballista things that 
> can't move or take aim. They don't do much damage to anything, so I 
> have to wait another 7 or so rounds before I can attempt to build 
> scorion ballistae that are actually good for something. The fortress 
> thing is nice though, but if I lose my kinfolk fortress by round 8, I feel 
> screwed.
>
>
>
>
>
>




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