The trebuchet one is because there's trebuchet flags in other maps. I think it's a bug with prison that the silly woman keeps telling you you've somehow captured an invisible one. You get gold for the across the map snipe, I'm not sure about the XP though. Minions can't capture without a general unfortunately, so no XP from that. Never been sure about minion kills either, the XP influx seems to be a constant trickle wherever you are so it's confus
DroopyTheDog
They're rooks now? There's also forts, they have archers and a trebuchet and they're still there, but they don't spawn untill a certain war rank. The same as cata's become available I think.
5 minutes difference says I got there first kestrel. :P (Mwhaha) Also to make the post worthwhile I figured I should elaborate on options for general-centric items. They could have some pretty interesting effects in addition to straight stat buffs for your minions, and most the benefits for the general himself should be about survivability. Eg. Minotaur Emperor crown - General gains
I agree the generals play very "assassin-like" in this incarnation and I'd certainly like to see their playstyle differ much more. I don't however think you need such drastic measures as have been mentioned so far to achieve that. The things I don't see as a problem with the current system are : The summoning units system as opposed to barracks Experience and gold earning system The summoning mechnic itself is fine and is actually a more
Special minions missing floating damage - Oak and Erebus' special minions don't seem to show the floating damage numbers when they attack anything other than an enemy demigod. Attack move flakey - The alt+click attack move still moves a little before attacking, even with enemies in range. Nor will it move off a direct line to attack units slightly out of range.
It's not really a new or radical idea but I'd quite like for demigods to have some kind of occlusion radius vs other demigods, both friendly and enemy. With the sheer number of NPC grunts I think it's better to be able to walk through them, but with other demigods it could help with a few things: Firstly it would make rook's large size count for something more than being a more obvious target. Secondly, without it currently demigods that f
Just wondering if anyone out there finds 5v5 games on Prison to be more fun than the suggested player limit or the larger maps. Tried it out a couple of times with AIs and they turn out well. It's not perfect, changing grunt and towers to "strong" in the game options helps keep the demigod/NPC balance and increasing the death penalty helps offset what sometimes feels like zerg respawning demis if you try to push the citidel, but I still think I find that kind of match m
Next batch : Erebus' mist and Unclean beast's Ooze causing damage without being on [Edit, cause updated] - You're able to move, attack and take damage as normal, but will continue to do damage in an AOE without causing any self damage. Seems to be triggered after any kind of stun on either demigod, confirmed with mass charm, boulder roll, and ice nova. Bulwa
Not agreed in that form, I think that's a fairly weak solution given the current leveling rates, you'd plateu about half way through every game. I hold the continual increase in power of a demigod to be important, otherwise matches will end up stale. If level 15 was as strong as you can get base defences would be slow to destroy and it'd take quite a few sucessful pushes to get over. The ideal solution would be to keep the same level cap and extend the skill trees furth
Firstly, sorry for repeating any bugs already reported and known. Don't mean to clog things up, it's just easier to keep track if I submit everything: Choosing demigod in game lobby (small) - Game slots remain visable and selectable, they obscure parts of the UI. Online connectivity (big) - Yeah, doesn't work very well most of the time, can't think of
[quote who="Brad's webpage"] What this does is have the Impulse cloud take care of setting up multiplayer games. This means not having to open ports [...] But right now, it's flakey and slow. Very flakey and slow. Yesterday, we did get a good Stardock vs. GPG game going using it. But at other times, I couldn't play someone at Stardock whose machine was 5 meters away. [/quote] That's the problem people are having Pelorn, sometimes connecti
The gamespot and gamespy pieces from yesterday seem to be a bit at odds with each other on the minions. The Gamespy one briefly mentions 3 seperate types of units which heal, repair structures and buff units/generals, of which only 1 matches the Gamespot archetypes given. A screenshot accompanying the gamespot article also shows the options relating to minotaur captains, siege archers and high priests in the crystal of health menu so that pretty much confirms their pres
Been able to recreate 3 instances of ooze AoE damage continuing after the skill is disabled through lack of mana. I can't pinpoint the cause exactly but it seems to happen when you're using other skills/stunned when your mana runs out. When it happens the ooze button shows the un-activated icon and there is no mana drain so mana regenerates normally back up to full whilst the damage continues. I haven't been able to catch if the attack speed debuff is still applied to e
Ok, so feedback on what I'd like to see in the generals. Well for generals I always envisaged direct mouse-click control over their minions but never imagined any control over the regular portal creeps that might have been suggested. It just makes sense to me to give them as little control as the assassins have over the "team" creeps, otherwise all assassin teams will suffer from having no-one around to control the portal creeps. Being able to ass
Nope, 'fraid I've never gone by the german version. I'm constantly fighting for my nick these days it seems :P
I agree with the overall sentiment here, an effective tactic should never be removed just because the effective counter(s) are difficult. However it gets more involved when the balance is -constantly- called into question by the average joe because they're loosing a large portion of their games to such a tactic. Because the average joe plays on public servers with other average joes, so the people using this winning tactic are the same people unable to effectively counter it. While the
[quote]Does Gas Powered Games ever answer in these threads?I have to admit I'm confused after reading all of this.So is there a persistent mode or not?If there is one, is it just a ranking of your Demi God, or does he actually grow in power like the home cities in Age of Empires III?[/quote] There is a persistant mode, that's confirmed pretty firmly now. See Tyo-Ark's response to know if GPG ever answers these threads, he [I]is[/I] gpg when it comes to demigod. It's the details
[quote]Do demigods bleed? I'd guess... yes.[/quote] *cough* Rook *cough* and the torchbearer is an animated suit of armour or undead I think. TBH I don't mind defaulting to no blood if they need to keep the rating down. With demigods like the rook squishing things into paste realistic levels of blood could end up being pretty gorey.
Unstoppable opinion meets immovable opinion, forum-splosion! [quote]...but on the other hand they've also promised (as in we get both) a "career" mode [I]where you keep your progression from game to game[/I]. [/quote] Upto the highlighted bit is confirmed, the highlighted is conjecture about [I]how[/I] the progression works (I.E. your demigod is carried forward from previous games, items/levels/everything). This is what seems to have riled up Inociv, people can get abit passion