Search found 433 matches

by krotop
January 4th, 2010, 10:18 am
Forum: Faction & Era Development
Topic: Nightmares of Meloen faction
Replies: 121
Views: 39446

Re: Nightmares of Meloen faction

@creeper: I think, that they have to have less damage (set to 3) but more defense(75%, 80% in swamp): At the moment, there is a lot of random. There are much creatures, which can kill these creepers by one or some hits. So often you can't use there strong ability, which can cause until 6*5=30 damag...
by krotop
January 4th, 2010, 9:31 am
Forum: Faction & Era Development
Topic: Path of Elements era
Replies: 27
Views: 4691

Re: Path of Elementalists era

I'll make the resistences, deffenses and the movement_costs later. You made them already with the "movetype=smallfoot" line. I do appreciate your efforts for collaborating, even more as I see you try yourself at creating different game mechanics and put some effort at coding it, but this troll is n...
by krotop
January 1st, 2010, 9:51 pm
Forum: Faction & Era Development
Topic: Path of Elements era
Replies: 27
Views: 4691

Re: Path of Elementalists era

Sorry about your name :oops: and thanks for the correction. Are you so nice to give a link? Ah that's a misunderstanding between each other, I was refering to the add-ons you have access through the main menu of the game. I assumed you found PoE that way. If so, you should be able to find Path of su...
by krotop
December 30th, 2009, 4:57 pm
Forum: Faction & Era Development
Topic: Path of Elements era
Replies: 27
Views: 4691

Re: Path of Elementalists era

@fmunoz : Yes I saw your update on PoS :) I like that new unit a lot and think it opens new perspectives for the missing factions. It will definitly replace the mudcrawler when I take the time to update seriously PoE, which is not easy currently. But that unit alone doesn't prevent earth/water and e...
by krotop
December 29th, 2009, 4:40 pm
Forum: Faction & Era Development
Topic: Path of Elements era
Replies: 27
Views: 4691

Re: Path of Elementalists era

To make a long story short, I considered some of the combinations to be incomplete, or I wasn't happy on how they were going to be played. For instance, the earth-life combination is lacking the spell and the unit that will emancipate that faction, and, at the moment, you don't have the opportunity ...
by krotop
December 29th, 2009, 8:45 am
Forum: Faction & Era Development
Topic: Path of Elements era
Replies: 27
Views: 4691

Re: Path of Elementalists era

Originally, you could either cast a spell, or attack, or summon once a turn, but then spells were almost never used. Now that spellcasting is allowed in addition to a single attack or summon, experience shown me more fluid and dynamic games as well as a more balanced use of each action. Thus, I don'...
by krotop
December 14th, 2009, 8:10 pm
Forum: Multiplayer Development
Topic: How to reduce Player 1 advantage:
Replies: 25
Views: 2570

Re: How to reduce Player 1 advantage:

I'm sorry for piling on it, but to make sure you fully understood Doc's original point, you should try to guess how that thought process is relevant also when designing a map you'd like to be symetrical. That is, I think, what was supposed to be the next step.
by krotop
December 14th, 2009, 7:40 pm
Forum: Users’ Forum
Topic: n00b question--how many turns are left??
Replies: 9
Views: 909

Re: n00b question--how many turns are left??

The scenario is tricky when you start because greed makes you want to fight the trolls as fast as possible, which leads you in the hills. Try to stick to the plains unless you possess magic or marksman, sometimes you kill faster by wasting a few turns to attract your ennemy where he's weak.
by krotop
December 14th, 2009, 5:23 pm
Forum: Users’ Forum
Topic: n00b question--how many turns are left??
Replies: 9
Views: 909

Re: n00b question--how many turns are left??

Welcome in. If you look at the top of the screen during a game, you'll find some icons with numbers next to it. The flag icon indicates you which side is currently playing (with the name of the player if you let the mouse few seconds on it) and the numbers next to that flag indicates the current tur...
by krotop
December 13th, 2009, 3:52 pm
Forum: Multiplayer Development
Topic: How to reduce Player 1 advantage:
Replies: 25
Views: 2570

Re: How to reduce Player 1 advantage:

Taking the 1st night attack appart. Because the 1st player gets his favorable ToD earlier, it tends to make his offensive moves a bit more efficient, which in a long term push&pull game is an advantage. By making the logistics uneven, through village placement or slowing-terrain placement, it helps ...
by krotop
December 13th, 2009, 11:53 am
Forum: Multiplayer Development
Topic: Winter 2009 - Map Making Contest! UPDATED
Replies: 176
Views: 21389

Re: Winter 2009 - Map Making Contest! UPDATED

If you want the name and portrait appear, like in caves of the basilisk, you can't avoid an AI side. But if it's just a nameless statue you may not need one : the following code [item] x=20 y=25 image="units/elves-wood/sharpshooter+female-bow-attack3.png~GS()" [/item] for instance, places a black&wh...
by krotop
November 30th, 2009, 10:26 pm
Forum: Users’ Forum
Topic: Tabletop Default Era
Replies: 26
Views: 2019

Re: Looking for a Mod

It would certainly be cool to create for multiplayer scenarios where you have preset armies in a given situation with different advantages for each side (number on one side, terrain advantage on the other for instance), but this is a lot of work and is likely to have little replay value if you want ...
by krotop
November 22nd, 2009, 8:42 pm
Forum: Multiplayer Development
Topic: Winter 2009 - Map Making Contest! UPDATED
Replies: 176
Views: 21389

Re: Winter 2009 - Map Making Contest!

Cheers to all map makers! Here is my contribution to that stimulating contest, the Courtyard, meant to be played as 1vs1. This map was partly inspired by the side corridor from The Moon Shrine developped by Velensk for his EoM map pack. I found that idea quite nice to develop, so that the corridor b...
by krotop
November 14th, 2009, 11:57 am
Forum: Ideas
Topic: Charge ability.
Replies: 4
Views: 707

Re: Charge ability.

Your message is kind of confusing : you are using the name "charge" which is already used for an existing weapon special and you don't explicitely say, right on, that you are proposing a new, different, weapon special. About the special itself, it is, in my humble opinion, too complex compared to wh...
by krotop
November 14th, 2009, 9:45 am
Forum: Ideas
Topic: Abilities that should be weapon specials instead
Replies: 11
Views: 1169

Re: Abilities that should be weapon specials instead

Well, just because the ability is inherent doesn't mean it has to be an ability. The ability to drain is also inherent, and that's a weapon special. Weapon specials can be inherent abilities, too. That's where we disagree, the specials are linked to the attack : the fact that the ghost has the poss...