Search found 78 matches
- May 5th, 2005, 9:50 am
- Forum: Technical Support
- Topic: The grey stuff.
- Replies: 9
- Views: 1404
- May 5th, 2005, 3:02 am
- Forum: Multiplayer Development
- Topic: New multiplayer mode possibility?
- Replies: 34
- Views: 6996
- May 3rd, 2005, 7:42 am
- Forum: Developers’ Discussions
- Topic: The format of savefiles
- Replies: 16
- Views: 3635
The main problem with a plethora of 'advanced' preferences is that C++ code has to be written for each one, and then that code has to be maintained. And then whenever someone wants to change the way the preferences dialog looks etc, that code has to be changed too, and so forth. However, perhaps if...
- April 29th, 2005, 5:33 pm
- Forum: Developers’ Discussions
- Topic: Making the Drakes less weird
- Replies: 43
- Views: 7929
I'm going to be boring here, re-inserting my mantra. :D Drakes, as I recall, were created for a Drake campaign... do correct me if I'm wrong. So what they should do is be perfect for that campaign. I am concerned that there is too much desire to make all units fit multiplayer, so that they end up l...
- April 25th, 2005, 8:59 pm
- Forum: Art Contributions
- Topic: I tried to make a level 3 duelist
- Replies: 23
- Views: 5516
- April 25th, 2005, 7:48 am
- Forum: Strategies & Tips
- Topic: One for you Number-Crunchers out there...
- Replies: 5
- Views: 1538
A couple important differences between having two strong attacks and having four weaker attacks: A unit with stronger attacks is more likely to kill an enemy in one blow, so it is less likely to take damage in return. A unit with few attacks is especially susceptible to the slow ability. A unit with...
- April 25th, 2005, 7:44 am
- Forum: Users’ Forum
- Topic: Hey!
- Replies: 4
- Views: 952
We'd like you to know, in case you don't already, that when selecting a unit and mousing over a terrain, the defense and movement of that unit on that terrain are displayed in the top right corner of the screen. It's a very useful feature, but it's easy to miss. :wink: Is that in that little tome o...
- April 23rd, 2005, 6:13 pm
- Forum: Art Contributions
- Topic: I tried to make a level 3 duelist
- Replies: 23
- Views: 5516
- April 23rd, 2005, 6:09 pm
- Forum: Developers’ Discussions
- Topic: Making the Drakes less weird
- Replies: 43
- Views: 7929
I like this change, simply because I've also found that it's impossible to balance a map for the drakes. I end up having to split the map up using shrouds, which makes it much uglier, and is really counterintuitive. I think they should be able to fly over shallow water, though. The drakes are huge, ...
- April 23rd, 2005, 1:52 am
- Forum: Ideas
- Topic: Villages and Damage
- Replies: 45
- Views: 5527
We have shallow water, desert, snow, hills, mountains, cave, and swamp for villages, right? That leaves plains and forest being the important ones... No, not really... All but shallow water are aliases of villages as well, so all give 60% defense to most units (barring Mermen villages of course.) W...
- April 22nd, 2005, 8:45 pm
- Forum: Ideas
- Topic: Villages and Damage
- Replies: 45
- Views: 5527
I think the fact that it's so difficult to dislodge a single unit irritating (especially units with high resistance or evasion), but every map created so far is balanced knowing that most units get 60% on villages. Rather than changing the defense on villages or removing all non-terrain villages, I ...
- April 21st, 2005, 3:30 am
- Forum: Ideas
- Topic: Should mages be rebalanced?
- Replies: 16
- Views: 3333
Huh? The White Mage already has holy. I think he means increase the damage that the holy attack currently does. Mages take a lot of experience to level, and that makes it particularly frustrating when a mage gets killed. When you consider just how much damage mages are capable of, though, you can s...
- April 21st, 2005, 3:19 am
- Forum: Art Contributions
- Topic: A thing for people to do:
- Replies: 20
- Views: 4751
DjStarkid69: Cool. Keep pumping the stuff out. What we'll basically end up doing, if you keep at this, is making a font, for all practical purposes. If we get the vector data, someone smart in our midst ought to be able to figure out a way to actually make a font file out of the stuff - if nothing ...
- April 20th, 2005, 6:41 pm
- Forum: Ideas
- Topic: Predetermined/cached random
- Replies: 29
- Views: 4149
Re: Predetermined/cached random
I don't play singleplayer that much, since I'm usually on the multiplayer server 24/7. If you don't want to see people cheating by save loading come to multiplayer. Its just that simple. But when I do play singleplayer (when I can't access the internet for instance) I do save loading. I freely admi...
- April 20th, 2005, 3:59 pm
- Forum: Ideas
- Topic: Predetermined/cached random
- Replies: 29
- Views: 4149
Re: Predetermined/cached random
I agree that reloading is not the problem, but I think that it's impossible to make a balanced campaign when you're assuming that some people will reload. This change is very trivial, and I really can't see any argument against it, as, once it's finished, it doesn't require any maintenance. It will...