Search found 35 matches

by kurt278
Thu Jan 21, 2016 11:42 am
Forum: Gameplay & UI
Topic: New movement: Permutation/swap
Replies: 2
Views: 867

Re: New movement: Permutation/swap

Indeed, that's the idea. The change I suggest is that the "leaving" unit can move into an already occupied square, the unit which was there automatically taking its place. So potentially each turn you just swap the same two units: One is in front getting hurt, the other is in the back getting patche...
by kurt278
Tue Jan 12, 2016 1:03 am
Forum: Others
Topic: LotR characters underpowered?
Replies: 7
Views: 2551

Re: LotR characters underpowered?

I'd suggest to give Aragorn and Boromir the same stats as the hero prince (foot) unit (except the 5 tile movement, which is too much). During a test game it gave me about the right feeling of them being mean killing machines, but not entirely out of harm's way either, the player has still to stay al...
by kurt278
Mon Jan 11, 2016 10:32 am
Forum: Others
Topic: LotR characters underpowered?
Replies: 7
Views: 2551

Re: LotR characters underpowered?

Legolas is indeed the only useful one in the bunch, but he's underpowered too: He's just marginally better than the quickfire archer (3 shots instead of 2). Hardly heroic stuff. According to the movies, he's supposed to be able to kill a war elephant and all its riders all on his own... :roll: I'd s...
by kurt278
Sun Jan 10, 2016 11:40 pm
Forum: Others
Topic: LotR characters underpowered?
Replies: 7
Views: 2551

LotR characters underpowered?

Discovering these in the editor I just had to make me a map in which the company has to fight their way through a long path filled with orcs and Uruks. Those LotR heroes do seem a little underpowered to me. 2-3 standard orcs and they're dead... I mean, they are known to fight their way through hosts...
by kurt278
Fri Jan 08, 2016 12:42 pm
Forum: Others
Topic: AI cheating or bug?
Replies: 4
Views: 1779

Re: AI cheating or bug?

The Pendulum wrote:The AI definitely builds hero and heavy knights in random skirmish games.
Same here, and almost immediately, too. Apparently bypassing the time to research and the time to build.
by kurt278
Thu Jan 07, 2016 1:58 pm
Forum: Others
Topic: AI cheating or bug?
Replies: 4
Views: 1779

AI cheating or bug?

Does the AI follow the human requirements for building units?
Is it normal that in a map with "starting technologies = none" the AI immediately builds advanced stuff?
Does it take the same time as the human player to build a given unit?
by kurt278
Thu Jan 07, 2016 1:53 pm
Forum: Others
Topic: Taking enemy structures instead of destroying them?
Replies: 3
Views: 1161

Re: Taking enemy structures instead of destroying them?

I understand the basic idea of the game, which is well-known since "Warcraft" (the original, not "World of..."!) and the "Age of XYZ" series. The (my) idea is of creating a strategic structure which remains unless willingly destroyed, and would be fought over. Something which has a high strategic va...
by kurt278
Thu Jan 07, 2016 1:42 pm
Forum: IMPLEMENTED
Topic: Bef. publish - cutting human upgades - BUG - IMPLEMENTED
Replies: 3
Views: 1414

Bef. publish - cutting human upgades - BUG - IMPLEMENTED

Referring to this thread.

The AI still creates "forbidden" units. In humans vs. human games I regularly get swamped by floods of samurai, hero knights and fireball-throwing mages the AI builds literally overnight, which means the human player doesn't stand any chance with his basic units.
by kurt278
Thu Jan 07, 2016 1:26 pm
Forum: Others
Topic: Allied/Neutral/Enemies?
Replies: 2
Views: 950

Re: Allied/Neutral/Enemies?

All right, but what about the issue of active players (blue/green) automatically attacking units of the gray player?
by kurt278
Thu Jan 07, 2016 1:22 pm
Forum: Others
Topic: Not saving/Deleting savegames?
Replies: 2
Views: 908

Re: Not saving/Deleting savegames?

actually there is one already under the maintenance section - but is am not sure if it works on already deleted "maps". No, it doesn't, at least it doesn't list them. Besides, unrelated wish - Could you please rearrange the menu in more intuitive categories? I would never had thought of looking int...
by kurt278
Wed Jan 06, 2016 5:43 pm
Forum: IMPLEMENTED
Topic: Fireball sound not muted - IMPLEMENTED
Replies: 1
Views: 936

Fireball sound not muted - IMPLEMENTED

When you mute all sound in the game, the fireball still makes noise (a lot of it, too!).
by kurt278
Wed Jan 06, 2016 5:39 pm
Forum: ARCHIVED
Topic: Bef. publish - cutting human upgades IMPLEMENTED
Replies: 7
Views: 3464

Re: Bef. publish - cutting human upgades IMPLEMENTED

Is it normal the AI still creates those units? In humans vs. human games I regularly get swamped by floods of samurai, hero knights and fireball-throwing mages the AI builds literally overnight, which means the human player doesn't stand any chance with his basic units.
by kurt278
Wed Jan 06, 2016 5:29 pm
Forum: Others
Topic: Taking enemy structures instead of destroying them?
Replies: 3
Views: 1161

Taking enemy structures instead of destroying them?

It would be more realistic if players could conquer and occupy big enemy structures like castles.
It could work just like for the town centers: Kill all occupants, enter, it's yours. It wold force the owner to defend his castle lest the enemy uses it against him...
by kurt278
Wed Jan 06, 2016 5:25 pm
Forum: Others
Topic: Allied/Neutral/Enemies?
Replies: 2
Views: 950

Allied/Neutral/Enemies?

It would be nice to be able to create and manage alliances when building maps. Or, alternatively, create a really neutral faction which nobody is hostile to (the gray faction's units are attacked by the players). It would for instance allow having a neutral faction which might side up with either pl...
by kurt278
Wed Jan 06, 2016 5:13 pm
Forum: Others
Topic: Not saving/Deleting savegames?
Replies: 2
Views: 908

Not saving/Deleting savegames?

I can understand and appreciate the autosave feature, but there are times you don't really want to save; Either because you just messed up horribly, or because you're just playtesting, and don't want phantom saves to litter your game. When you playtest a map, then decide it needs changes, a phantom ...
by kurt278
Fri Jan 01, 2016 11:49 pm
Forum: Map Design
Topic: Map design - TRIGGERS (eg. if the hero dies)
Replies: 119
Views: 32287

Re: Map design - TRIGGERS (eg. if the hero dies)

Got it finally to work. :D
Don't ask what I did differently, I don't know, but it is working now consistently.
Thanks to all who spent their time trying to help me!
by kurt278
Fri Jan 01, 2016 3:58 pm
Forum: Map Design
Topic: Map design - TRIGGERS (eg. if the hero dies)
Replies: 119
Views: 32287

Re: Map design - TRIGGERS (eg. if the hero dies)

Ow, thanks! Well, it didn't work... :( I even deleted the trigger and built it again from scratch according to your screenshots. Nothing happens. I tried making the zones bigger, just in case, nothing happens... I think my map might be broken somehow, I'll try that trigger again on a new map some ti...
by kurt278
Fri Jan 01, 2016 1:17 pm
Forum: ARCHIVED
Topic: Spells descriptions IMPLEMENTED
Replies: 28
Views: 8190

Re: Spells descriptions

Sir! I'm sorry, sir! :shock:
by kurt278
Thu Dec 31, 2015 7:10 pm
Forum: Map Editor
Topic: Mapeditor:Map not immediately refreshing after editing
Replies: 4
Views: 1252

Re: Map not immediately refreshing after editing

Thanks. I feared they were linked and that I would delete my whole work in one fell sweep...
by kurt278
Thu Dec 31, 2015 5:40 pm
Forum: Others
Topic: Moving personal maps between devices?
Replies: 4
Views: 1369

Re: Moving personal maps between devices?

Okay. Waiting. :mrgreen:
by kurt278
Thu Dec 31, 2015 5:34 pm
Forum: Map Design
Topic: Map design - TRIGGERS (eg. if the hero dies)
Replies: 119
Views: 32287

Re: Map design - TRIGGERS (eg. if the hero dies)

Yes, I think the Condition is at fault. If the first two numbers in the condition are the "playernr" and "nr" values respectively, it should read "[2] [1]" - which means 1 (nr) of Player 2's units (playernr) I hope that helps. Tell me if that works, and if not, please let me know. You mean "Nr1" to...
by kurt278
Thu Dec 31, 2015 5:15 pm
Forum: Map Editor
Topic: Mapeditor:Map not immediately refreshing after editing
Replies: 4
Views: 1252

Re: Map not immediately refreshing after editing

Deleting? Where, in the editor or in the play screen (aren't they linked?)?

As for the other issue, I don't think I've met it (yet). Then again I'm just exploring. (I'm definitely an avid level designer and will definitely make dozens and dozens of maps, eventually.)
by kurt278
Thu Dec 31, 2015 5:01 pm
Forum: Others
Topic: Moving personal maps between devices?
Replies: 4
Views: 1369

Re: Moving personal maps between devices?

:(

Is there a technical reason or is it just the complications of Android user rights management?
by kurt278
Thu Dec 31, 2015 4:56 pm
Forum: ARCHIVED
Topic: Spells descriptions IMPLEMENTED
Replies: 28
Views: 8190

Re: Spells descriptions

Thanks, but I guess I won't be the only newbie around here and it would be more time - efficient to write this unique knowledge down somewhere, once and for all, wouldn't it.
Isn't there anybody tasked to collect information for a real manual?
by kurt278
Thu Dec 31, 2015 1:46 pm
Forum: Others
Topic: Moving personal maps between devices?
Replies: 4
Views: 1369

Moving personal maps between devices?

How can I move maps I made from one device to another? I started making them on my phone, but would like to continue working on them on my laptop (Android VM). Which files do I need to carry over?
by kurt278
Thu Dec 31, 2015 1:20 pm
Forum: Map Design
Topic: Map design - TRIGGERS (eg. if the hero dies)
Replies: 119
Views: 32287

Re: Map design - TRIGGERS (eg. if the hero dies)

Could somebody be so kind to walk me through my first trigger attempt? Here is what I try to obtain: When any unit of player 2 walks onto a specific tile A/B, units in area C/D-E/F get converted from neutral (gray) to player 2. There are 2 players in that game, I guess neutral must be player number ...
by kurt278
Thu Dec 31, 2015 12:50 pm
Forum: Map Editor
Topic: Mapeditor:Map not immediately refreshing after editing
Replies: 4
Views: 1252

Mapeditor:Map not immediately refreshing after editing

Small and unimportant bug, affecting only people playtesting their own maps: When editing and testing a map inside the game, the game doesn't refresh the game the first time you play it (you get to restart on the old, unedited map); You have to restart a new game a second time to get the new version...
by kurt278
Thu Dec 31, 2015 12:33 pm
Forum: ARCHIVED
Topic: Spells descriptions IMPLEMENTED
Replies: 28
Views: 8190

Re: Detailed game rules anywhere?

i did not get it for the first time too.even no. Yes, but they were thought of by somebody and implemented by somebody. So, "somebody" must know what they are for... I can understand documentation hasn't been written yet. Documentation is always the part developers hate the most... :mrgreen: But at...
by kurt278
Wed Dec 30, 2015 1:35 pm
Forum: ARCHIVED
Topic: Spells descriptions IMPLEMENTED
Replies: 28
Views: 8190

Re: Detailed game rules anywhere?

Hm. I guess that's a "no". :(

I'd really like to know what all those technologies (for instance) are good for. I mean "ballistics" is marked as required to build catapults, but what is "writing" (or some such) good for?
by kurt278
Wed Dec 30, 2015 1:25 pm
Forum: Gameplay & UI
Topic: Diagonal movement/attack
Replies: 8
Views: 1041

Re: Diagonal movement/attack

It would unbalance the game if there was such a sudden and enormous change to the game engine.... "Unbalance"? I don't think so, as I said above it will just force people to change their tactics a little. Which isn't such a huge hurdle, is it. Now I understand this is the second game in a ever-grow...

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