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. > > >