[quote who="id_est" reply="87" id="3065620"]Frogboy, did you realise that you are in the same situation that was in 2010? In 2010 you thought that you will create good AI in couple month, that was funny. Now, as i see, you have the same thoughts. That is not funny . I see the AI changes in 0.76 and to tell the truth there is almost no changes. This is absolutly similar situation that was in WoM! Just read your older posts and WoM patch notes and think about it.[/quo
Sarudak
[quote who="Frogboy" reply="84" id="3065566"]Well, I'd be the one to set the tooltip. I just didn't know there was one to change. Basically, challenging is the same as normal except I have it (and everything above normal) use some nastier (read: CPU intensive) algorithms. This will be more significant later on. Case in point: I say MyArmy->SetDestination(x,y) and right now, there might be very bad things between where it is now and where it wants to
focus + double strike.... What a horrific side-effect of implementing double-strike as a spell...
I like the idea of upgradable building that choose mutually exclusive paths.
Who's stats would you use? Just the leader of the party?
Lots of good stuff here... I'm looking forward to this release.
Screw it. I'm leaving impulse and I'm going to steam. A friend told me I might be able migrate some of my games over by getting the serial keys from impulse and giving them to steam.
Actually I think they may have already changed the XP gain in the XML as I'm noticing my champions are leveling alot slower now.
I think more summons would be a great idea. Also magical crafting of items. Also ritual type spells (multi-turn cast on strategic map and is interrupted if you engage the caster in battle and do any damage to them). Resource fabrication from mana (earth spell that turns mana into metal). There are so many possibilities.
Don't listen to them. This game will speak for itself. It is already infinitely more enjoyable than it's predecessor and I believe it will really make an impact.
I've felt sad about it and slightly betrayed ever since you sold impulse... :(
Is there any way to set a building to be destroyed on city capture? We should have that anyway I think
Those types of abilities only work for the leader in the army. Not sure if this is a bug.
Happened to me too.
Depends if it's a code update or just a data/xml update. Code update will have to be downloaded manually. eg most updates will be manual.
I think the spell itself is probably op. Also it should be mitigated by spell resist. Like all damaging spells should be.
[quote who="Derek Paxton" reply="4" id="3062516"] This is WaD (working as designed). The empire doesn't get Watermills, only kingdoms do. Conversely Empire players get Skath Pits. Skath Pits aren't quite as good (and they don't come as early), but they don't have the river requirement. Empire players are better at surviving in less ideal locations, Kingdom players can generally make better cities. You are right that we should
I think it might be realistic for a being with a magically enhanced body. If your skin was as hard as iron it might actually be as effective to fight with them.
It also only has a negative effect right now... Lol
I think heroes should always gain an injury if they fall in battle. IN ADDITION if they fall again within 5-10 turns they have a 50% of dieing. Something like that would help prevent abuse.
Both these weapons should be costing crystals and probably metal to make but they only cost labor.
How do I take screenshots? I'm having some crazy graphical artifacts.
I definitely support skill trees...
NO. THANK YOU. For creating an amazing game.
Gear is definitely a problem. I'm worried that if they nerf the gear too much they'll nerf the fun factor too much though. Heroes should be amazing. They just need a good way to counter them IMO.