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

  • From: Vojtěch Polášek <krecoun@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Thu, 16 Oct 2014 15:51:52 +0200

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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