Search found 77 matches
- November 21st, 2015, 10:17 am
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 1093543
Re: World Conquest II
in the move training, there is a " + move defense " , what is that? what does " move defense " mean?
- July 22nd, 2015, 8:38 am
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 1093543
Re: World Conquest II
can you tell me that, you are using "enemy" and "player" inside [multiplayer] tag. why can you do that? what's the content of that? can you give me a link of documentation?
are they created by WORLD_CONQUEST_TEK_IMG_TEAM_COLORS_SETTINGS?
are they created by WORLD_CONQUEST_TEK_IMG_TEAM_COLORS_SETTINGS?
- July 20th, 2015, 7:45 am
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 1093543
Re: World Conquest II
can you disclose some information about this map's developing road-map? ================================================================ what about allow recalled unit to get one of new training when leveling? of cause, you have to have that training. maybe also when recalling, so recalled units get...
- July 14th, 2015, 9:46 pm
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 1093543
Re: World Conquest II
this map makes dwarf fighter much more powerful than in normal game. the default era is designed for normal 1vs1 game, or n vs n game. but when a weak force is opposing a much more powerful enemy, the balance is broken. Good defensive units are much more valuable, they can save a lot of money for yo...
- July 14th, 2015, 8:50 am
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 1093543
Re: World Conquest II
This is a great map. I like it, but still not be able to get through map 3. I have some thought about some low chance ability. If it's too hard to get, so people will not be able to experience it. What about allow unit to get it when leveling, with much higher chance, so more people will enjoy the f...
- July 12th, 2015, 11:07 am
- Forum: Ideas
- Topic: command "clear"
- Replies: 1
- Views: 1378
command "clear"
to clear the lobby chat screen.
- July 9th, 2015, 4:19 am
- Forum: Ideas
- Topic: friend group
- Replies: 1
- Views: 1079
friend group
we can already add somebody to be friend. So please allow us to group them, so I can have world conquest friends, isar friends, etc. that's really helpful, if I login and see there are 3 world conquest friends online, I will just create the game.
- July 3rd, 2015, 1:17 pm
- Forum: Ideas
- Topic: dynamically add/remove player slot
- Replies: 3
- Views: 1661
Re: dynamically add/remove player slot
can i start game with empty slot?
- July 3rd, 2015, 1:06 pm
- Forum: Ideas
- Topic: dynamically add/remove player slot
- Replies: 3
- Views: 1661
dynamically add/remove player slot
what about allow map to set a "max players" instead of a fixed number of players, so when this kind of map is used to create a game, server will dynamically add/remove player slot.
- July 3rd, 2015, 12:08 pm
- Forum: Ideas
- Topic: swap position
- Replies: 1
- Views: 1061
swap position
say, two unit stay next to each other, then what about let them to swap position with costing 1 move point for each of them.
- March 26th, 2015, 5:55 am
- Forum: Ideas
- Topic: allow user to download & play replays from server in lobby
- Replies: 2
- Views: 1171
allow user to download & play replays from server in lobby
I know server is saving replays for every game. Why not allow user to get it easily.
- April 7th, 2009, 7:49 am
- Forum: Scenario & Campaign Development
- Topic: Gambits Empire Builder 3.0
- Replies: 168
- Views: 33253
Re: Gambits Empire Builder 3.0
hi gambit.
Just suggest, what do you think about making it cost 2 turns to build a building. I have just played 3.1, still feel that this map is too easy to defend.
By the way, doing this will significantly weaken the peasant.
Just suggest, what do you think about making it cost 2 turns to build a building. I have just played 3.1, still feel that this map is too easy to defend.
By the way, doing this will significantly weaken the peasant.
- April 1st, 2009, 6:02 pm
- Forum: Ideas
- Topic: "observer only" chat mode, and "observer label"
- Replies: 2
- Views: 845
"observer only" chat mode, and "observer label"
Sometime it's quite annoying when your observer keep on spamming on the chat screen. So we can introduce a new chat mode: observer only. So it's only visible for observer. And, also we can make some labels only visible to observers. That stuff allows observers to communicate with each other without ...
- April 1st, 2009, 3:57 pm
- Forum: Ideas
- Topic: Column in Statistics to Show Luck Factor
- Replies: 3
- Views: 1237
Column in Statistics to Show Luck Factor
Sorry for my English.
Probably we can get another better name than "luck factor".
So people are more easy to find a relief, when they have gotten a "bad luck"
Probably we can get another better name than "luck factor".
So people are more easy to find a relief, when they have gotten a "bad luck"
- March 31st, 2009, 12:26 am
- Forum: WML Workshop
- Topic: How to manipulate units?
- Replies: 4
- Views: 1011
Re: How to manipulate units?
Sorry, it's not what I want. I'm trying to make some kind of "beleaguer on/off" context menu item. When you attack, all your other units who previously set as "beleaguer on" which adjacent to your target will immediately attack your target without taking counterattack(doing 50% d...