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Forum : Notice Board
<<   1 2 3 4   >>
AuthorTopic : February 2007 - Updates
gala
Joined 1/09/2005
Posts : 483

Posted : Wednesday, 21 February 2007 - 02:42

Req, when you think takeover issue can be resolved? It takes forever to take over a barracks or a castle.

sir marc antony
Joined 11/07/2006
Posts : 323

Posted : Wednesday, 21 February 2007 - 05:39

a commander army of 50 troops took me 10 turns to take over the castle , it was 10 percent take over each turn ,i will send 100 commanders next time and do it in 5 turns .its more challenging taking longer to take over the castle , thats my opinion .

Renno
Joined 23/05/2005
Posts : 1582

Posted : Wednesday, 21 February 2007 - 18:47

ah but your opponent didn't have takeover protection, or else it would have been 5% and taken you 20 turns

gueritol
Joined 7/02/2003
Posts : 3938

Posted : Wednesday, 21 February 2007 - 20:27

... I can relate to that.

And the castle is not the only issue.

Is all the things outside the castle!.

And you still have the wolves around prowling, so time is of the essence.

The 5 turn "golden-rule" that we have for attack after castle take over is not "fair" for this new takeover.

Since it takes like 15-20 turns to take the gold+mine and a barrack that lies outside the castle. Now go figure if you want to take all.

Luger
Joined 4/12/2000
Posts : 227

Posted : Wednesday, 21 February 2007 - 23:59

gueritol -- It's easier to destroy and then take over the resource buildings outside the castle. That's because you don't need the commandeers to do it -- normal troops can do both. Then your commandeers can focus on the castle. It only takes 5 turns for the resource to regenerate, and those troops need to hang around the castle for the takeover time anyway. Plus, you get resources when you destroy the building too.

gueritol
Joined 7/02/2003
Posts : 3938

Posted : Thursday, 22 February 2007 - 05:07

Well I also meant resources.

Let me put it in real numbers.

I begun taking a castle somewhat after turn 20 (actually doing the takeover), I finished somewhat around turn 35. I used 140 comms ... which somewhere in the middle where attacked (due to the turn catch up thing), and that brough it down to 110. Still it's turn 41 and I just finished taking the barrack that was outside.

I think takeover is valuable, so it's destroying. But now if takeover protection is active then takeover is almost not an option...or bring in 300 comms.

BlueElf
Joined 15/09/2006
Posts : 4

Posted : Saturday, 24 February 2007 - 11:24

Campaign_26820 Hi..How you get over 120 Falchioniers in one army,when limit is 50 ?? )
-------- Your Message ------

actually i deployed 50-50 each and then merged them..Nice

BlueElf
Joined 15/09/2006
Posts : 4

Posted : Saturday, 24 February 2007 - 11:29

eh and now is even better Hi has 121 Falchioniers in one,and
208 Arbelestiers in one army.....so I am almost death.))

Nebuchadnezer DoC
Joined 9/06/2005
Posts : 3017

Posted : Saturday, 24 February 2007 - 12:47

True, almost unstoppable. Here's what you do. Send a 5 pop something at the falch or arb. That will take away the retal, then you can surround him with your 50 pops and every stack can get a free hit. If you surround each stack, they can never move, and will only be able to take out one of your stacks each turn, while you just bring a 5 pop in, and attack him all over again.

Neb

sir marc antony
Joined 11/07/2006
Posts : 323

Posted : Saturday, 24 February 2007 - 21:12

oh okay take over protection would of taken 20 turns then wow ,now i have to agree with renno ,yeah that is a problem lmao ,how about halfing it ,say 5 turns with a 50 pop commander to take over the castle without takeover protection ,and then 10 turns to take over if the opponent has take over protection .

sir marc antony
Joined 11/07/2006
Posts : 323

Posted : Saturday, 24 February 2007 - 21:14

oh yes agree with all wat neb said ,just take the retal surround the unit so that he cant move and then kill it simple.

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Monday, 26 February 2007 - 16:58

FIXED POP > 50 BUG
Cant create new armies or transfer troops between armies to make pop greater than 50.

FIXED RANGE VIEW IN BUILDINGS
When ranged units are inside buildings the range viewer correctly shows new range, and army info shows correct bonus/penalty.

DOUBLED TAKEOVER POWER
Take-over is now twice as fast. Also updated build/takeover values for some buildings, so some are not too easy while others still too hard.

MAX ARMIES UPDATED
Maximum armies is now 20 + (10x Military Academies Count). This allows for more armies on the battlefield. But also increased cost of Mil.Acad. to 1500 gold (from 1200g).

FIXED MOVEMENT ON TERRAIN OBJECTS BUG
Can no longer move any units onto terrain objects like mountains/forests.

DISBAND ARMY FIXED
Can now disband (destroy) your own armies. This removes them and places a blood spot where the army was.

DEFENSE MODE BACK
Defense mode for armies is now an available action (instead of attack). Defense mode halves the first move speed, gives +10 to defense and -5 to attack and gives +1 retal attack. This may need to be modified for balance.

FIXED ATT-DEF PENALTIES DISPLAY
Armies now show when there is an Attack or Defense penalty, eg (-5).

UPDATED COMMS COMMAND ABILITY
Command Bonus now gives +1 Attack per 2 troops instead of per 5. So 50 Comms would give +25 to attack. Only the best Command Bonus is applied to an army, so it is not accumulative.

BANNERS FOR USE
Added some banners & leaderboards to the Links page (under Home menu), for those that want them.

Last Edited : Monday, 26 February 2007 - 20:56

Soljah
Joined 7/01/2006
Posts : 791

Posted : Monday, 26 February 2007 - 20:05

nice job req

tarim
Joined 18/10/2002
Posts : 2727

Posted : Tuesday, 27 February 2007 - 02:47

Great stuff, a few tweaks in the right direction.

gala
Joined 1/09/2005
Posts : 483

Posted : Tuesday, 27 February 2007 - 06:29

Thanks , Req. These fixes are important.

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Thursday, 1 March 2007 - 22:39

FEEDBACK FORM
Added feedback form so players can post what they think of the game/site. Under training menu to get more feedback from new players.


Also removed the +1 Retal from defense mode as it was too much (until troops are properly balanced)

gala
Joined 1/09/2005
Posts : 483

Posted : Friday, 2 March 2007 - 05:58

Req,
I guessed you removed +1 Retail more than 20 hours ago - since I''ve already had the problem of not having it and posted a bug yesterday.
You must notify the players in time and not with a day of delay. It affects the game and pisses off players :-(. You''ve already received many angry complains about not timely notifications.
I afraid that you also changed rules for a repair or completion of building ( distance from the enemy). I posted a bug that couldn''t complete barracks and repair a mine, even when an enemy 8 hexes away... It worked previously.
I''m losing my duel because of it. Really frustrating

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Friday, 2 March 2007 - 06:22

i dont know about 20hrs ago. i made the change and posted it right away.

i havent changed distances at all. its still 5.

gala
Joined 1/09/2005
Posts : 483

Posted : Friday, 2 March 2007 - 07:54

Req,
please, look at the bug reports. I posted 2 reports yesterday. I understand your intent with the defense mode, but the repair/complete bug must be resolved ASAP.

Requiem [R]
Joined 3/02/2000
Posts : 4878

Posted : Friday, 2 March 2007 - 17:55

Bloody Remains & Rubble now take 1 extra movement to move through/onto.

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