parrottmath

parrottmath

Joined Member # 3119455
208 Posts 3,333 Replies 25,812 Reputation

[quote who="Glazunov1" reply="26" id="3247995"]Quoting seanw3, reply 25I do want MP but all the people that are vocal about wanting it tend to be very rude. There is nothing wrong with being a gentleman on the internet. Let's hope there is some civility in MP. Civility in multiplayer. Your imagination astounds me.[/quote] That is why his mod is looking good. ;)

49 Replies 103,371 Views

[quote who="Ben Yeoh" reply="8" id="3247994"]This should fix the problem for monsters vs AI. But then will the same problem occur for AI vs AI since presumably all AI players move together in the same phase, no?[/quote] Monsters only get to move 1 per turn. the AI players get to move as much as regular players so the issue is not as prevalent or not there at all.

23 Replies 46,106 Views

[quote]Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)[/quote] Yeah..... You guys are the best. I'm glad this has finally gotten fixed.

357 Replies 611,674 Views

[quote who="BlackRainZ" reply="26" id="3247914"]Something strange in coreformations which has a standard group of 9, but coreunitgroupingtypes only goes up to 8, what's up with that?[/quote] They did a recent change. Recall that you used to recruit 3 5 7 9 units. Then they changed it to 3 4 5 7 four our recruitment.

46 Replies 28,548 Views

That was kind of your goal right. I'm glad you got something like this workin for you. I didn't think editing the formations would have been extremely difficult to accomplish (difficult to get it to look right yes). So, now if there was a way of getting the unit count to be 30 and 50 and show a visual difference between the two stacks... I'm at a loss for that one. Can't wait to see your final product here.

46 Replies 28,548 Views

[quote who="sweatyboatman" reply="21" id="3247901"] like a pony[/quote] Nope the wait is done... check the changelog for .984

49 Replies 103,371 Views

At least now you will make my daughter happy. Except being that there is only 1 way to get it, my gameplay will revolve around getting that pony each time.

357 Replies 611,674 Views

[quote who="StevenAus" reply="7" id="3247890"]Yes, I have been putting ideas, both from other people and myself, in their own threads to highlight them so the devs are more likely to take notice.[/quote] I've noticed and don't get me wrong on doing shameless bumps to the thread to ensure that they are noticed. I like the idea of paying influence for world wonders, because it makes sense. You have to convince people to build that huge thing. Today the US would be hard pre

9 Replies 4,615 Views

[quote who="parrottmath" reply="16" id="3247524"]The attack x 30 is basically they calculate the attack for each of the 30 units separately and so it is not a strict multiplyer to the damage.[/quote] The problem is that the damage done if you nerf it by x10 down. All you are doing is adding clink damage and so nothing will get through. It might be easier to scale the hitpoints on heros abnoxiously high to get the correct balance... I'm not really sure. When I get home I&#3

46 Replies 28,548 Views

[quote who="tiger5181125" reply="17" id="3247859"]the main reason that sold me on the first edition of this game was the fact that it had multiplayer. after i got the game i played it twice and never played it again because of mp being broken.... they tell me they will fix this in the second edition of the game "fallen enchantress" now i learn they took mp out??? wtf i hate these guys , the game wouldve been bad ass if i could battle friends duhhh anyone who doesnt want to battle

49 Replies 103,371 Views

[quote who="Frogboy" reply="23" id="3247782"]The solution we're playing with for Thursday is for the super powerful monsters that spawn next to the AI to commit suicide at the start of the game. And make the AI hella smarter about founding cities near monster lairs. [/quote] I feel a great disturbance in the force... like millions of tiny voices crying out in pain, then suddenly silenced. I'm liking this. This was something I thought of when you mentioned that the AI d

29 Replies 17,395 Views

[quote who="taltamir" reply="15" id="3247570"]So wait, the wandering monster mechanics are locked until a ZoC covers a lair?[/quote] That is correct. For certain monsters.

16 Replies 24,818 Views

[quote]4) BUG BUG BUG quest locations plain stop working. Its very unreliable. Some of the game generated ones dont do anythign when I move my army over them and VERY OFTEN when I use quest maps those quest eventually bug out and do not work. Please look into this, its a real game breaker, as I cant stand having quest locations littering my territory that I cant get rid of.[/quote] There are quests that are repeatable. If they are already in your que to be done, these quest locations

1 Replies 4,805 Views

That is the same effect that I got when fiddling with the coreunitgroup.xml The problem with grouping is that they now need a coreformation for that size. You are adding 30 units on the screen. The only way to find the positions is by editing the coreformation info slowly. The attack x 30 is basically they calculate the attack for each of the 30 units separately and so it is not a strict multiplyer to the damage. You can create separate weapons between hero's and uni

46 Replies 28,548 Views

[quote who="ins2" reply="101" id="3247159"]2. Floating waterfalls at the end of rivers which end in land[/quote] Once they give me the tile tools creation tools I might be able to fix this problem. So far I've had limited success playing with the numbers on the tile. The main idea that I'm using is switching the clifftileend to spring02. This shows that the rocks sit on top of the cliff, but the river disappears. Hence, I think I can create a waterfall that hids into the groun

357 Replies 611,674 Views

I really don't like the spell effects that last the entire battle. I think that all spells should have a turn limit of of 10 turns or less. I'm not in the business of nerfing the gameplay as it stands, but after 10 actions by the opponent that obviously speaks to making a battle more dynamic. I don't mind watching my 30 turn battle play out... cast blind... blinded get blind cast on me... blinded. try to attack... miss getting attacked... mi

39 Replies 13,344 Views

That reminds me of a problem. If you get a research bonus from a goodie hut with no research selected, that bonus goes into the void. Don't know how you could fix that problem.

357 Replies 611,674 Views

[quote who="Kestral2040" reply="3" id="3246948"]you could also potentially drop an outpost next to it and pray it leaves you alone when it's released from its lair [/quote] Notice he didn't say that this was a problem ;)

16 Replies 24,818 Views

[quote]Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar)[/quote] I think this should say "...bribes a bandit..." vs. "...converts a bandit..." But that is just a quibble of terminology. I like this change to the Bandit Lord... to which I might rename the Pirate King :)

357 Replies 611,674 Views

I don't mind that there is a prevention to stop abuse, but it would be neater if the particular option for abuse is eliminated from the table. The AI simply saying to that particular item, "We have discussed this and I shall not consider your words at this time." Or "Your request is falling upon deaf ears."

24 Replies 6,452 Views