Search found 73 matches
- September 26th, 2006, 10:55 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
- September 24th, 2006, 8:31 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
- September 24th, 2006, 6:18 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
The position of the village that was captured, you mean? Why? When the unit captured the village, it only had Nightstalk, so why would it remain unknown during the day? Now just hold on a tick here. You were refering to your own special unit that had nightstalk AND a special ability to make it invi...
- September 24th, 2006, 5:15 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
- September 24th, 2006, 4:05 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
Ok, let's see. ced_ne: When you capture a city, most generals would make sure to cover all the entrances so nobody can escape. TheLost1: Thank you for being my sole supporter here. ILikeProgramming: I'm pretty lousy with WML, but if it's that hard, what can I say? Assasin/Cuyo Quiz: If I were aiming...
- September 23rd, 2006, 11:25 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
It's making a simple thing like village ownership complicated. that is why it violates KISS How is it complicated? It just means that nightstalk will always work at night, which is how it should. Also, if you're watching your village count, then you would notice that one of your villages is missing...
- September 23rd, 2006, 11:10 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
Village counter can display right value, just flag would be wrong. Color of number can be different (aka red fe) to signalize difference between counter and flags. I don't see problem here, but I still don't support idea, it can be too big advantage. Yeah, exactly. It's like capturing a city, then ...
- September 23rd, 2006, 8:52 pm
- Forum: Ideas
- Topic: Nightstalk and capturing villages:
- Replies: 31
- Views: 3923
Nightstalk and capturing villages:
I'm not sure if this belongs in the Bugs or Ideas section, so just move this if you like... Now let's suppose it's night, and I have a shadow. My opponents can't see the shadow, but if I were to capture a village, they would all be able to see the little coloured flag fly up. That's a dead giveaway,...
- September 9th, 2006, 9:14 pm
- Forum: Tournaments
- Topic: [Complete] * * * Tournament of Champions: 9/9/06, 18:00 GMT * * *
- Replies: 142
- Views: 30700
Well, I beat Myth in a hard-fought match, winning 2:1. The replay is on the 1vs1 replays archive. Thanks to all my loyal forum fans that supported me. :P Unfortunately, due to my lack of foresight, the newest replay has overwritten the old ones, so I only have one replay (the last one) available. I ...
- September 9th, 2006, 9:09 pm
- Forum: Multiplayer Development
- Topic: 1v1 Replays! (THE ARCHIVE)
- Replies: 688
- Views: 203011
- August 31st, 2006, 7:26 pm
- Forum: Tournaments
- Topic: [Complete] * * * Tournament of Champions: 9/9/06, 18:00 GMT * * *
- Replies: 142
- Views: 30700
I'll sign up too.
Oh, and for those of you unsure about the GMT thing, I found this nifty little site with a time zone map on it (just click on the map of the world). http://www.worldtimezone.com/
Oh, and for those of you unsure about the GMT thing, I found this nifty little site with a time zone map on it (just click on the map of the world). http://www.worldtimezone.com/
- August 31st, 2006, 6:27 am
- Forum: Ideas
- Topic: Units switching places:
- Replies: 4
- Views: 1236
Units switching places:
This is something that I've been wishing was implemented far more times than I care to remember. It's very simple though. Suppose I have two units sitting adjacent to one another. Instead of having to them dance around just to swap places (a tricky business when zone of control is factored in), all ...
- August 30th, 2006, 2:12 am
- Forum: Strategies & Tips
- Topic: How can I beat wose/mage as undead?!
- Replies: 56
- Views: 10763
Perhaps this hasn't occured to you, but this just might be because woses cost 20 gold as opposed to the 15 gold skeletons? Just put 4 skellies against 3 woses, then. The woses still have an enormous power advantage. Well, I did that, and guess what? The skeletons won. The battle started in the afte...
- August 30th, 2006, 1:03 am
- Forum: Strategies & Tips
- Topic: How can I beat wose/mage as undead?!
- Replies: 56
- Views: 10763
I'll check out the dev, then. I'm finally downloading it right now, and I'll let you know how it is. From my version, I calculated that all 6 hits from 2 skeletons at night (9-3) are required to kill a wose. Even if the wose is on open ground, with only 20% defense, the odds of these skeletons kill...
- August 16th, 2006, 6:21 pm
- Forum: Users’ Forum
- Topic: Mini-faction challenge.
- Replies: 41
- Views: 7179
Dwarvish fighter: 16 Naga: 14 Dark adept: 16 goblin: 8 ghoul: 16 Unless my math is off yet again, that comes out to 70 gold. Dwarvish fighters are a best buy, as they can be used for offence of defence. Nagas are simply the best water unit available. Dark adepts, for their cost, are the best mages a...