HOME   |   COMMUNITY   |   TRAINING   |   BATTLES   |   DUELS   |   CAMPAIGNS   |   HELP      
Click above links for MAIN menus, mouse-over for sub-menus.30 MAR 2024 01:35  
ShoutBox
PLEASE VOTE at
MPOGD & TWG

WoL Membership

SiteMap



free counters

W
A
R
O
N
L
I
N
E
:

M
E
S
S
A
G
E

B
O
A
R
D

R
E
P
L
I
E
S
Who's Online : 0 (1)
Active : 3 (3)

refresh
Back To Notice Board   |   Return To Forums
Forum : Notice Board
<<   1 2 3 4   >>
AuthorTopic : June 2007 - Updates
Hwatta
Joined 11/11/2003
Posts : 1661

Posted : Wednesday, 27 June 2007 - 21:17

Scouts 10 would be a scout...not a knight.

Biscuit
Joined 15/09/2003
Posts : 1893

Posted : Wednesday, 27 June 2007 - 22:40

Comms recently had there health raised from 12 to 20. You did 18.6 in damage...just shy of what was needed to kill 1 comm.

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

Posted : Sunday, 1 July 2007 - 22:38

Troop levels are now EXP/500 instead of /200.

Soljah
Joined 7/01/2006
Posts : 791

Posted : Monday, 2 July 2007 - 01:11

keep up the good work ol wise one ^_^

Tubthumper
Joined 31/12/2005
Posts : 859

Posted : Monday, 2 July 2007 - 18:06

Is there going to be SOME component of WoK that is "fun", or is it just going to be a calcfest for math wonks? I ask in all seriousness, because it seems with every change the game becomes more an exercise in mathematics than logic or strategy.

Reinforcements are now slowed to the point where it is pointless to build anything but scouts and archers

gala
Joined 1/09/2005
Posts : 483

Posted : Tuesday, 3 July 2007 - 00:20

I agree with Tubthumper and Biscuit''s post about new bugs. Also level of info about training is not detailed enough anymore, since it doesn''t show decimals of troops ready, while the growth calculated in much lower level "Macemen +0.875".
Lag was fixed and this is great!

Soljah
Joined 7/01/2006
Posts : 791

Posted : Tuesday, 3 July 2007 - 05:40

strategy is math..lol, they are the same thing, you need one for the other :-P

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

Posted : Tuesday, 3 July 2007 - 08:39

* Campaigns are deleted if they do not start within 19999 minutes (13.8 days).
* Newly deployed troops can attack once only. They deploy with "orange" status so miss their first movement phase.

* Fixed the double quarry bug in the bottom corner of the Ten Kings campaign map. It now has the Mine on the top right of the bottom area instead of the extra quarry.

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

Posted : Tuesday, 3 July 2007 - 08:41

Yes, the production system is not ideal.
While it is only half the production of the past as most players complained there were too many stacks to move around, its the system itself I''ve never liked.

I am in the process of working on a totally different deployment and growth system, based on WoK, that will make things much easier, more balanced, and bring about more action much faster.

stay tuned...

sugarleo
Joined 4/05/2002
Posts : 3773

Posted : Tuesday, 3 July 2007 - 08:53

Good fix on the newly deployed troops, that will assist a defending player.

Jmacattack
Joined 12/02/2007
Posts : 658

Posted : Tuesday, 3 July 2007 - 11:04

I look forward to the latter, Req. (New deployment and growth system.)

BTW, Req., despite our difficulty in adapting at times - I, for one, enjoy beta-testing your game, even if that means that I do not enjoy the actual game at times.

Jmacattack D~S

Tubthumper
Joined 31/12/2005
Posts : 859

Posted : Tuesday, 3 July 2007 - 11:51

Thanks for the awesome response on deployments, Req. I intend to stick around and see where this thing is headed, please pardon my frustration at times. My major concern right now is the production, which you are working on.

And yes, Soljah, strat is SOME math...but not all. For a game to be truly enjoyable, it must have a "feel" as well ( as in "if I do A, then B and C will follow") and right now in the midst of this particular change, that feel has suffered a bit.

Crimsondawn
Joined 12/06/2007
Posts : 1240

Posted : Tuesday, 3 July 2007 - 17:24

the only problem i have with the new instant attack from barracks is that it makes it nearly impossible to capture a barrack, you can take over one turn but it takes at least 5 turns with a commandeer(5) and the entire time the barracks pumps out troops that instantly attack your cammandeer!!! its nearly impossible if not completely... maby it could be made so everyone with the exeption of commandeers can be attacked by the fresh troops?

Tubthumper
Joined 31/12/2005
Posts : 859

Posted : Tuesday, 3 July 2007 - 17:26

Bring missile weps...and extra Commandeers. Comms do pretty well as light infantry now anyhow, with their more robust attack and defense values. And use more than one unit, spaced around a barracks to diffuse the damage.

Pretty unrealistic to think that an engineer unit could painlessly take over a training facility while it was pumping out troops. I usually take over more castles than I defend, and I think this makes good sense.

Last Edited : Tuesday, 3 July 2007 - 17:32

Hwatta
Joined 11/11/2003
Posts : 1661

Posted : Tuesday, 3 July 2007 - 17:32

Taking over barracks individually is overrated in any case. I took over a barracks inside another player''s castle. It gave no premade troops, nor any upgrades to me. Then, I began building troops inside it. After a few turns, I took the castle over. All the troops I produced disappeared and I got the 3 pop of troops that the original player had in there. It really stunk all around. Just destroy the barracks for the gold...or take the entire castle.

If it''s not in a castle, just be sure to have 25 comms in the area! (or at least 15 and attack with them on the corners, so they only suffer one hit each...then you take it in 2 turns)

Tubthumper
Joined 31/12/2005
Posts : 859

Posted : Tuesday, 3 July 2007 - 17:34

I rest my case. While it doesn''t make it easy, it is far from impossible. And castle capture will now be approached with a tad more caution...a little "pucker factor" right up until the place falls.

Crimsondawn
Joined 12/06/2007
Posts : 1240

Posted : Tuesday, 3 July 2007 - 18:18

well thats ture, but when i refered to this i was playing a duel and when its one on one its always a struggle for the best units and the most of them, to take the time to make 25 commandeers(thats 13 turns with master training or if you pull all you preproduced comms 5 which is pretty reasonable). in the end though maby when commandeers take over military buildings it should be treated as if its fighting a solder. that seems to be the logical step from what hwatta is saying

Tubthumper
Joined 31/12/2005
Posts : 859

Posted : Tuesday, 3 July 2007 - 18:19

Or in a crunch like a duel, if capturing a castle is too expensive, just beat''em on points.

Crimsondawn
Joined 12/06/2007
Posts : 1240

Posted : Tuesday, 3 July 2007 - 19:34

ya thats true

Mog DoC
Joined 5/02/2004
Posts : 14301

Posted : Tuesday, 3 July 2007 - 23:27

OK, getting kinda long and general here... talk about this stuff in a new thread, please.

<<   1 2 3 4   >>
Back To Notice Board   |   Return To Forums


WarOnline.Net is © Copyright 2000-2024 by Requiem. All rights reserved. [ 0.141113 seconds ] Privacy   |   Terms   |   Links   |   Stats   |   SiteMap