Search found 283 matches

by shevegen
December 20th, 2005, 3:44 am
Forum: Ideas
Topic: Ability Idea
Replies: 19
Views: 2833

I believe its not a bad idea per say, maybe make the extra attack lower in efficiency then it wouldnt affect balance in such a great way. My ranged units regularly get whacked away by melee units so I usually have more melee units than ranged ones. Exception are elves if the map has forests, Elves a...
by shevegen
December 20th, 2005, 3:42 am
Forum: Ideas
Topic: No retreat penalty?
Replies: 48
Views: 4735

I believe a penalty can only be realized if a unit has a morale index. A simple count from 0 - 100, and it would affect game play.

But then again this could be against KISS, the core concept is very simple, and it could be that devs are reluctant to make it anymore complex.
by shevegen
December 20th, 2005, 3:39 am
Forum: Ideas
Topic: Request for fixing: Unfair punishment of units fighting bett
Replies: 61
Views: 7519

Request for fixing: Unfair punishment of units fighting bett

fighting better. For example, in one campaign you can have a level 3 elven hero, he gets surrounded with zombies. Now, he risks to die because he kills so many zombies that more and more zombies can take the place of the old zombie that got destroyed, and attack this melee guy too, inflicting few, b...
by shevegen
December 17th, 2005, 10:25 pm
Forum: Strategies & Tips
Topic: Who gets the magic weapons?
Replies: 18
Views: 3988

Not sure about backstab concept, is it an attack against vulnerable parts or is it a surprise attack?

The concept should be well established, an undead doesnt have a beating heart
by shevegen
December 17th, 2005, 10:24 pm
Forum: Strategies & Tips
Topic: Newbie wants tips
Replies: 14
Views: 2786

- Dont let wounded units die UNLESS you have a reason to do so, like delaying another army, or making enemy unit chase this wounded unit - Take full advantage of units that cant defend, like ranged vs melee units. - Dont forget to enter villages, it will give you extra money. In some scenarios this ...
by shevegen
November 22nd, 2005, 3:50 am
Forum: Users’ Forum
Topic: The Valley of Statues - Scenario Objectives Clarification
Replies: 11
Views: 1780

Well it was the most difficult scenario for me by far, but probably also because I thought I had to kill all leaders kinda for a long time, so my favourite moving strategy was to go down then to the left, while keeping griffons to catch enough villages to gain more money. (Btw the showdown level is ...
by shevegen
November 13th, 2005, 11:38 pm
Forum: Ideas
Topic: Enemy-Controlling or Enemy Blocking unit
Replies: 8
Views: 1336

Nah...I think it is because the KISS strategy allows you to keep a very complex game manageble. With a lot of side effects, this can become very difficult. Personally though, I would completely throw away the KISS philosophy now that there is a working game, and make a split-off into more advanced c...
by shevegen
November 1st, 2005, 5:56 pm
Forum: Developers’ Discussions
Topic: Unbalanced scenarios
Replies: 23
Views: 5652

Although I dont like the idea that some scenarios should be made easier, I disagree with turin's: "Why don't you play on easy instead?" since it was my perception that there ARE times when medium is MUCH easier than easy, simply because you can quickly level up, and high level units really help a lo...
by shevegen
November 1st, 2005, 5:49 pm
Forum: Strategies & Tips
Topic: test of the clan
Replies: 21
Views: 4393

Its one of the scenarios i disliked most because it was uncharacteristically difficult. I.e. when i first played it, I didnt notice that a slain leader will emerge two new knight units. Anyway, I find it much easier to use the southern route, then go to the west. Whenever I tried to take the norther...
by shevegen
October 2nd, 2005, 1:19 pm
Forum: Ideas
Topic: a new type of magic
Replies: 32
Views: 3847

I think the problem with AI should be split from new features. The AI already does weird things at times, and at other times its just plain unfair (move a level 3 leader out of castle to kill an injured level 3 unit, but at the next time you can kill that leader easily because he moved into your row...
by shevegen
October 2nd, 2005, 1:17 pm
Forum: Ideas
Topic: Ships and Docks
Replies: 11
Views: 1488

I think they should serve mostly transportation means, and that they should
be very simple.

This way you also dont have to come up with difficult graphics, a raft is almost enough ;)

And the transportation should be easy or? There is one master of transportation,
the silver mage with his teleport.
by shevegen
September 23rd, 2005, 8:15 pm
Forum: Technical Support
Topic: "Are you sure you want to end turn" after everybod
Replies: 7
Views: 1209

Same thing here. I'd like to have an option to disable this completely.
I'd also like to have an option to not save replays (i dont save them, but in case that is a popular feature, my point is that i dont want to save my own failures....)
by shevegen
September 23rd, 2005, 8:12 pm
Forum: Faction & Era Development
Topic: Centaurs
Replies: 64
Views: 13652

"and knights did not use swords on horseback. they used lances" Following your logic, what happened when a knight broke his lance? Did he ride back to get a new lance? Anyway, just to make it clear, there never was a big knight army. There may have been lanceriders en masse, but definitely not a big...
by shevegen
September 15th, 2005, 8:58 am
Forum: Developers’ Discussions
Topic: Small Change to AMLA
Replies: 8
Views: 2384

Nice, i hope it works beneficial (i think i experienced the bug too, but i loved to get few extra hp's. Currently though my personal opinion is that I rather try to give the experiences to other units if possible since if they level, they become better. However the current increase in hp is one of t...
by shevegen
September 15th, 2005, 8:54 am
Forum: Users’ Forum
Topic: Does the AI cheat?
Replies: 76
Views: 11412

Hmm about the AI. I dont know for sure but shroud of war (ehm... fog of war... you know what i mean) should hinder the AI as well. I believe if no easy fix is available, a temporary fix would be to reduce the max sight of AI units by -1. But then again I have so many ideas that about 50% of them do ...