Search found 116 matches

by Des
March 31st, 2010, 2:10 am
Forum: Scenario & Campaign Development
Topic: Fire and Flight (campaign)
Replies: 10
Views: 2292

Re: Fire and Flight (campaign)

Velensk,

Sounds good. I have already begun the process, starting with the opening storyline text.

The changes won't affect gameplay.
by Des
March 30th, 2010, 8:44 pm
Forum: Ideas
Topic: Share undoable moves with allies
Replies: 25
Views: 7527

Re: Share undoable moves with allies

gabba,

Glad to see this project fleshed out more for Google Summer of Code. Your ideas are great and would significantly improve the team experience of the game.

Good luck!
by Des
March 30th, 2010, 3:11 pm
Forum: Scenario & Campaign Development
Topic: Fire and Flight (campaign)
Replies: 10
Views: 2292

Re: Fire and Flight (campaign)

I wasn't talking about the grammer though for all I know it could be quite poor too. I was talking about the writing: What is being said not the syntax for saying it. So do you need a writer for a better storyline, or someone to revise what you already have? Or both? I can revise if you want me to....
by Des
March 30th, 2010, 1:28 am
Forum: Scenario & Campaign Development
Topic: Fire and Flight (campaign)
Replies: 10
Views: 2292

Re: Fire and Flight (campaign)

I feel that even by my standards the writing in this campaign is exceptionally poor. If somebody wants to give their hand at it I'll consider any amont/sort of revision to the writing as long as it does not affect the gameplay. If you send me all the text, I will be more than happy to edit it for g...
by Des
March 22nd, 2010, 8:29 pm
Forum: Scenario & Campaign Development
Topic: should lev 2 Gryphs have Skirm ability?
Replies: 6
Views: 1984

Re: should lev 2 Gryphs have Skirm ability?

I fail to see why, of all things, skirmisher is what you chose to buff them with. They already move a great deal and can fly to surprise attack units from the fog. That seems to be quite enough. Skirmisher would mean a wall of units would do even less to protect fragile units against fog attacks. It...
by Des
March 15th, 2010, 7:10 pm
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

Rya, I played through your scenario. It took me four times to beat it. I played both sides by myself (all sides random), winning against an Undead CPU with two Rebel races. It definitely provides a good challenge. I'm not too, too crazy about the map. I would like to see a bigger map that allows for...
by Des
March 11th, 2010, 7:15 pm
Forum: Ideas
Topic: Share undoable moves with allies
Replies: 25
Views: 7527

Re: Share undoable moves with allies

I'm all for this, as long as it's feasible to code. This is much better polished than your last proposal.

Hope it can happen.
by Des
March 9th, 2010, 9:51 pm
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

Excellent! I will give those a try. Thanks for putting these up!
by Des
March 9th, 2010, 12:05 am
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

Rya,

I appreciate your well thought out post. I'm very interested in playing some of your scenarios. I'd like to see how that plays out.

Do you have any that are completed?
by Des
March 1st, 2010, 4:11 pm
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

No, it's not. But I noticed it more when playing World Conquest because combat is on a much bigger scale in the later scenarios.
by Des
February 26th, 2010, 2:26 pm
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

Even so, my point is simply that the current AI limits play styles by anticipating poor attacks. Currently, and especially in World Conquest (i.e. larger scale games), hard rushes by the AI require a defensive position for the most part. There is a general consensus that mustering a successful attac...
by Des
February 25th, 2010, 10:52 pm
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

That's pretty much the general strategy against the AI, whether in multiplayer campaigns, single player campaigns, or normal multiplayer games. Really? Your strategy in normal multiplayer games is to bank on your opponent to play at a sub-par level by rushing into your defense, ignoring time of day...
by Des
February 24th, 2010, 11:57 pm
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

I understand that the current limited AI is aided by massive gold in order to make it more competitive. The problem with that fix is that it really doesn't matter how many troops the AI has--if they use them rashly, they will ultimately lose against the strategy I have presented (which nobody thus f...
by Des
February 22nd, 2010, 2:43 pm
Forum: Strategies & Tips
Topic: World Conquest: Limiting Strat versus AI
Replies: 21
Views: 5380

Re: World Conquest: Limiting Strat versus AI

I played around with teleportation, and I agree that it is useful. I found it easier to hold my outlying villages, as you mentioned. However, I still consider this technique on a smaller scale than what my original question was asking. It fits the construct of the same strategy that I see as the onl...
by Des
February 18th, 2010, 5:52 pm
Forum: Multiplayer Development
Topic: Footpad + ulf v undead, overpowered
Replies: 52
Views: 15924

Re: Footpad + ulf v undead, overpowered

That's the problem with strategies like these (take HODOR, for example). They might work for one game, but if you're doing a best of 3 series, it's not going to be win-win all the time. Even in the game, once your opponent is on to what you're doing (just like with HODOR), they can adapt accordingly...