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Forum : Notice Board
<<   1 2 3 4   >>
AuthorTopic : February 2007 - Updates
HANNUMAN
Joined 10/05/2005
Posts : 109

Posted : Saturday, 3 February 2007 - 12:34

i personally like the update there are some kinks
but overall i enjoy it a lot played a duel in 2 days
that is great fun....

kamis
Joined 23/08/2006
Posts : 5

Posted : Saturday, 3 February 2007 - 12:54

new movement mode- not really comfortable, and i dont like it. I like the movement mode like it was before.

Last Edited : Saturday, 3 February 2007 - 13:01

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Sunday, 4 February 2007 - 00:19

give it a chance kamis. the new movement system is much simpler to use and more intuitive.

Lord Dio
Joined 13/12/2006
Posts : 158

Posted : Sunday, 4 February 2007 - 01:03

Hey Req, hell of a job. I know you had to work above and beyond the duties of a husband and soon to be father to accomplish what you have here....I thinks its great, of course knowing the bugs and kinks will be ironed out, but hey for all the negative input you are getting, just figured I'd give my opinion.

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Tuesday, 13 February 2007 - 04:47

Thanks everyone! More updates here!!


UPDATED MOVEMENT SYSTEM
Troops now have a larger base movement (first phase/move).
All units can then move another 4 spaces if not attacking regardless of their original speed.


NEW ZOC SYSTEM
Moving from any 1 ZOC space (any space adjacent to an enemy army), straight to another ZOC space uses up that phases movement. So you can only move 1 space per movemment phase while in ZOC spaces.


TWEAKS
Army view radius is now 9 hexes (was 12).
Outposts view radius is now 16 hexes (was 10).
Towers now give only +2 to range (was +3)
Topping up armies in Barracks is now an action that prevents armies moving afterwards.
Can no longer deploy troops when not actively in your turn.


FIXES
Fixed bug deploying more than 50 troop armies.

tarim
Joined 18/10/2002
Posts : 2727

Posted : Tuesday, 13 February 2007 - 07:26

I Like it...except for the first phase/move which I'd say is a hex too much for all troop types!!

I've been on the receiving end of a pasting the few turns before and during this change (particularly sufferring from the earlier +3 tower range) and AS WELL AS being swiftly overrun by my enemy this tweak just makes any chance of sensible retreat for outnumbered surviving units out of the question.

Definitely a hex too far!

Nebuchadnezer DoC
Joined 9/06/2005
Posts : 3017

Posted : Tuesday, 13 February 2007 - 08:32

Bah! Topping up armies makes them immobile?! I don't like that one for sure...but whatever, everyone has the same problem now.

sugarleo
Joined 4/05/2002
Posts : 3773

Posted : Tuesday, 13 February 2007 - 09:47

WHY?
Topping up armies in Barracks is now an action that prevents armies moving afterwards

I've had an army deployed for 2 maybe 3 turns (adding as more troops were trained)...I top off the final few to max out at 50, and I still can't move the army for another full turn?!

This will result in even more armies in the field, since you'll have to weigh the advantage of getting that last 5 in any army..losing a turn to do so...or deploying 40-45 pop that you can use now.

Last Edited : Tuesday, 13 February 2007 - 09:51

Mog DoC
Joined 5/02/2004
Posts : 14359

Posted : Tuesday, 13 February 2007 - 09:58

It will prevent players sitting with 5 pop stacks of all kinds in their barracks then filling only the correct ones to counter threats. With so many troops in the field, the difference between 40 and 50 in a stack is not that big a deal.

mwmoss
Joined 26/10/2006
Posts : 227

Posted : Tuesday, 13 February 2007 - 10:13

That sort of makes sense, but I think it should only take away that FIRST movement phase. Being able to move the extra 4 or attack something should still be allowed.

HANNUMAN
Joined 10/05/2005
Posts : 109

Posted : Tuesday, 13 February 2007 - 10:23

i like the new updates.but i have to agree w/ neb on not being able to move after stacking up

gala
Joined 1/09/2005
Posts : 496

Posted : Tuesday, 13 February 2007 - 10:45

Req, this is great you fixed so many issues.
I agree with mwmoss :
Topped up armies should only take away that FIRST movement phase. Being able to move the extra 4 or attack something should still be allowed.

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Tuesday, 13 February 2007 - 14:59

no it shouldnt. topping up armies is exactly the same as transferring troops, which ends those 2 armies turns. this is the same.

i have found several "cheats" with the old system and this fixes it and also makes it the same as transferring troops (which is exactly what it is).

Luger
Joined 4/12/2000
Posts : 227

Posted : Tuesday, 13 February 2007 - 17:06

Req -- I notice that troops can still attack after topping up. For example, I did it with some archers. Is that still intended? I didn't think attacks could be made after a normal transfer of troops...but maybe I just haven't been in the situation where I needed it.

Renno
Joined 23/05/2005
Posts : 1582

Posted : Wednesday, 14 February 2007 - 01:12

How about an advanced tower tech? for an extra +1

Renno
Joined 23/05/2005
Posts : 1582

Posted : Wednesday, 14 February 2007 - 16:55

here is some 'positive' input.

Outposts now have a view of 16 hexes. Used to be you had to tech up to those 16 hexes. Now you don't? This increases the value of outposts tremendously.

Towers now give +2 to range instead of +3. With no techs to upgrade? Towers have now been decreased in value 10fold, not really worth the cost anymore, unless techs are added to increase +1 or +2.

Filling up 5 pops? This is no biggy really, it is the same for all so we can ALL deal with it, req is right it is the same action as transferring troops, we just got 'used to it'.

View radius back to 9 hexes. It was this way and imo is better at 9, you could always tech up.

Deploying troops when not actively your turn. Well if you had the resources when it was your turn then why didn't you deploy them then? You don't get any new resources between turns or new troops to achieve the deployment you wanted. So no biggy right?

New ZOC movement. This will take some use to see if it works better, god I hate to say this but...I'm sure there will be different opinions on the matter. I liked the original zoc, I may like this zoc, who knows. Could it be exploited? we'll see.

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Friday, 16 February 2007 - 21:35

Update : Saved turns now only give you resources & troops, and all saved turns are used up as soon as you hit Start Turn.

Akirabr
Joined 7/11/2005
Posts : 24

Posted : Saturday, 17 February 2007 - 09:43

Thanks for that, now I have a chance against the team.

Soljah
Joined 7/01/2006
Posts : 792

Posted : Saturday, 17 February 2007 - 14:32

well it sounds more fair now, thanks req u do a hell of a job

Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Tuesday, 20 February 2007 - 16:26

ADDED NEW 10P CAMPAIGN MAP - Ancient Island (Mog's new map!)
Clicking on the small map image will also load a larger version.

Last Edited : Tuesday, 20 February 2007 - 16:27

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