Search found 6 matches
- Thu Jul 03, 2014 8:49 pm
- Forum: Others
- Topic: Special items/weapons, and marketplace
- Replies: 43
- Views: 13861
Re: Special items/weapons, and marketplace
This will surely lead to more campaign options for leveling up a hero and what not like that. But we do not want hero play to dominate the original idea.
- Thu Jul 03, 2014 8:44 pm
- Forum: Closed ones
- Topic: Elephants - OP? - ANSWERED
- Replies: 18
- Views: 12874
Re: Elephants - OP? - ANSWERED
I haven't gotten to elephants yet so I have no clue what you guys speak of. I have only destroyed hard AI elephants with lots of pikemen.
- Thu Jul 03, 2014 7:02 pm
- Forum: Dev asks for Help
- Topic: Translations
- Replies: 167
- Views: 94884
Re: Translations
Has the English version been fixed yet or no? I rarely read the in-game text and just like to slew my enemies. But I can help with your English grammar and spell check.
- Thu Jul 03, 2014 6:58 pm
- Forum: Others
- Topic: Better to avoid inactive players rather than creating new un
- Replies: 3
- Views: 1919
Re: Better to avoid inactive players rather than creating ne
Another factor to this is controlling the timer between turns. Maybe have it be able to be set by the host at a minimum of 3 hours or whatever the creator specifies. This will speed up game play but some turns will be missed during sleep hours of course which would be a problem. Just providing playe...
- Thu Jul 03, 2014 6:50 pm
- Forum: Others
- Topic: Special items/weapons, and marketplace
- Replies: 43
- Views: 13861
Re: Special items/weapons, and marketplace
You would surely need an option in the multi-player game creation menu to have heroes active or de-active if you were to implement this feature. Not everyone would want to play with a hero due to being probably very powerful with items.
- Thu Jul 03, 2014 6:09 pm
- Forum: Unit balancing
- Topic: Catapult splash damage
- Replies: 1
- Views: 2219
Re: Catapult splash damage
Actually sounds like a great idea giving the game a realistic standpoint on the matter.