[quote who="DrJBHL" reply="15" id="3190928"] Quoting PoSmedley, reply 12LAST PASS ROCKS! And it has been breached as well. http://news.cnet.com/8301-1009_3-20060464-83.html[/quote] As far as I know, not a critical, mass security breach of people with strong passwords.
StevenRLynchAbundanceThatIAM
Good point. But how do you program the AI to take good care of troops?
I agree with this, seanw3.
Good pun, "windows" and all that. ;-)
Green (which is like choosing millions of colours at once - since there are so many subtle shades!). [e classic]:)[/e]
( Out on a Limb ) For those who have explored these works, what are your reflections, feelings and thoughts? I am very curious! [e classic]:)[/e]
Yes, heroes were made immortal not just to prevent the "let's reload because my best hero just died" reasoning but to help the AI remain competitive. So there are (at least) two important reasons for heroes gaining injuries rather than dieing, and then just being immobilised after attaining all possible injuries.
How does it work, in game functionality terms? If Hitpoints get too low, does it automatically kill the champion? Is there code in the game already to kill a champion?
I hope it allows you to EDIT them as well as create them. =) That's very important for something as complex as quests and events.
But if a quest editor was coming up, I think new quest trigger possibilities would be a must-have (including the hero level trigger if it will work in FE).
Auto-turn could be scrapped and 100.1% of us wouldn't notice a thing. ;-) AND those auto-turn queries would disappear from the forums once and for all! Why do we need an auto-turn option anyway - as if it's so hard to click on turn to end the turn when YOU'RE ready! =)
There is a reply no. skipped in the Quest Editor post in the Elemental forums too (it seems to be where there is an ad placed in the times I've seen it).
[quote who="Heavenfall" reply="26" id="3188705"]In E:wom I was able to trigger quest events from a champion's level. Note the unit's internalname used, which means each quest is specific that internalname. UnitLevel Emperor_Karavox <T
It would be fantastic if we could tie a quest to something that happens in the game, but only happens if 1. you have hired that hero or have that Sovereign, and 2. any other conditions must be true (with possibly a percentage chance included). Also, it will be very welcome when we get other triggers for quests apart from population! [e classic]:)[/e]
I have had problems with couriers trying to deliver too early, but probably not as early as that. But they came later, knocked once and didn't bother to wait. It's hard to actually be available EXACTLY WHEN they arrive so you can receive a delivery, that's for sure.
The only time you can have more than 9 armies in a city is when heroes or sov get defeated and the nearest city already has too many units. They still get put there anyway, but if you pull them out (after their immobilisation is over) you can't put them back if city has 9 units without them.
I can't see what the problem is. DrJBHL said there was a competition for a free copy, and people are jumping down his throat? Does it (and he) really deserve that? Really? Telling us about a competition for a free copy is way different from advertising it, and you don't have to be using a program to tell about a competition for a free copy of it for other people.
Could it be (or contributed by) updating the Stormworld mod without deleting the previous files? I did the last few times (not sure if the warning text file was there before), and maybe MisterAedan did too. It could still be a memory corruption problem, or maybe the problems combined. What do you think?
Is it going to change name (because it's no longer for the SK anymore)? Also, will the SK get a replacement soulbound artifact?
Yeah, it did happen quite soon in that map. But maybe if you save and reload the executable every half hour it might be okay. Unless it is something cumulative in the save game. Anyway, when are you going to release those race-specific injuries? ;-) I'm hanging off starting a new Stormworld game until you release the new version with those in. :-) Do you have any idea why the Crown's Stunned effect seems to be mostly used up without the unit losing a tu
I think the game crashing on loading roads might be an FE-wide problem - seems it happens with non-modded games too (see https://forums.elementalgame.com/426795 ). At least I think this is an unmodded game, you might want to check. One other theory is that when you run the game too long in one session it starts corrupting the saves from a certain point (when memory starts to run out). That's only a "slightly" ed
Seanw3, you made the "worth ethic" error again. May I suggest it might be worthwhile... oh never mind. ;-)
No, I didn't use the Corruption spell in that game. And I agree about the Crown - about 95% of the time the Stunned effect is used up without the unit losing any turns.
My comment is done... When it's done. [e digicons]XD[/e] EDIT: And I've finished editing it. :P [e classic];)[/e]
I thought only loss of sov gave a mana percentage decrease (since they can't get injuries). If loss of champs also gives a mana decrease, then it should be changed so only loss of Sov gives mana decrease, and there are only extra mana penalties (perhaps less than the first one) if one or more heroes have already got all injuries possible. It doesn't actually mention a loss of mana when losing a hero. I thought the injury was the champion counterpart to the sov'