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Forum : Notice Board
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AuthorTopic : Range + Abilities Changes
SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Sunday, 4 October 2009 - 19:50

cats still cannot move and attack...

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

Posted : Sunday, 4 October 2009 - 20:45

should work now

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Sunday, 4 October 2009 - 20:52

yup it did req...ty

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Monday, 5 October 2009 - 03:19

What? now you can't move into a tower and get the range in the same turn?

Nebuchadnezer DoC
Joined 9/06/2005
Posts : 3017

Posted : Monday, 5 October 2009 - 07:40

Req, what did you do that all the buildings are the same color? Not a big deal, just harder to tell who owns what.

Hambone
Joined 27/12/2008
Posts : 329

Posted : Monday, 5 October 2009 - 08:18

Just hit refresh - that happens if you change view, then change view back to the original. Refresh fixes it

(Perhaps should put this in bug reports)

Disturbedyang
Joined 27/01/2003
Posts : 566

Posted : Monday, 5 October 2009 - 09:16

Hambone - its different this time. All the buildings are grey. And nobody have this problem? You don't get the range bonus when you get into newly built building?

p/s - req is online for very long already. He's obviously up to something wicked....

Last Edited : Monday, 5 October 2009 - 09:19

Coopels DoC
Joined 29/01/2005
Posts : 1037

Posted : Monday, 5 October 2009 - 09:40

All the buildings are grey and mouse over at 100% health even if they have 2 hp left.

Req, are you really putting in a delay where you can't use a tower you've just built in a turn? Attacking castles is already hard enough after the ballista upgrade and seige downgrade. These changes may make the game more realistic and factual to the past, but it's really starting to hurt actual gameplay value as these changes bring on bugs and tatters any existing plans.

I read before that you don't think it's realistic to put up towers attack and tear them down the same turn. To address that just make it so that any troop in a building that is torn down suffers damage as if the building were destroyed around it, which is 30% of it's health if i'm not mistaken.

Lothar
Joined 2/08/2009
Posts : 433

Posted : Monday, 5 October 2009 - 11:03

I don't know, I tend to agree with the thought of not being able to move a seige weapon into a tower or outpost at all. I really don't think they would fit. Of course you are correct, it is just a game, so everything can't be 100% accurate or possible in real life.

Hambone
Joined 27/12/2008
Posts : 329

Posted : Monday, 5 October 2009 - 11:03

Summary of ranged and seige changes already implemented (see Req's 1st post in this thread for full details):

1) Ballistas now count as seige weapons for the purposes of 2), below (doesn't mean they can attack buildings, they still do missile damage and do less damage at long range)

2) Seige weapons only do 50% damage if they have moved this turn. All siege weapons take only 50% damage from ranged units.

3) Bug that meant all ranged units got full attack even at extreme range has been fixed - now damage is reduced by 10% for each hex beyond half (round up) range. This means mark's special ability actually is special now - mark's range has been reduced to 6 and defence down to 14. I don't think this applies to cats - I still did 2600 damage to a barracks at range 10 from a tower, this is not consistent with a 40% reduction (from 4000 to 2400 for being 4 hexes beyond half range of 6). Will test on some walls when I get a chance.

4) Both Battering Rams and Arbalesters have been beefed up because they were unpopular (and to compensate rams for lowered attack after movement)

Summary of seige & ranged changes being considered:
5) New buildings - Either:
. . a) Stop all units being able to enter a building built this turn or
. . b) Units entering a newly built building cannot attack and do not gain any benefit from the new building until next turn.

6) Seige weapons and buildings. Either:
. . a) Stop seige weapons (ram, catapult, balli) being able to enter a building at all or
. . b) Seige weapons entering a building cannot attack this turn (and optionally gain no benefit from the building)

7) Ballista range increase from 8 to 9 (same as cat)

Obviously, do nothing is also an option for the above

If this game was a democracy, I would vote against 5a, 6a and 7 and for 5b and 6b.

In practice, I think the changes so far are quite good - a balli no longer kills a commandeer stone dead at extreme range. Cats are still pretty bloody effective if they don't move. I wonder if the marksman's range is a bit low - it should be better than an archer. I look forward to my upcoming fight between my ballis and the enemy's marks.

It's yet to be seen if it will encourage more mixed-type troops with a sensible mix of melee and ranged. That, I believe is Req's intention.

SIMONSAYSDIE
Joined 29/11/2008
Posts : 1072

Posted : Tuesday, 6 October 2009 - 19:56

i have a question for req... are bali still considered seige machines...if so...can they still enter buildings? and which buildings can they or can they not enter (towers? barracks?)

Hambone
Joined 27/12/2008
Posts : 329

Posted : Wednesday, 7 October 2009 - 00:08

Siege machines can no longer enter towers or outposts

Crimsondawn
Joined 12/06/2007
Posts : 1240

Posted : Saturday, 28 November 2009 - 17:36

Nice changes, real nice imput and Req did swimmingly in showing his willingness to adapt to suggestion. I know this game is his second baby and its easy for everyone playing to loose sight of it. So bravo Req i think everything done here was done the way it should be (aka talking to everyones choking on their own tongues).

ps if anyone is going for realism here every army otta be made up of about 70% spear and swordsmen and cats should be able to shoot about 15 squares

Last Edited : Saturday, 28 November 2009 - 17:39

Hambone
Joined 27/12/2008
Posts : 329

Posted : Saturday, 28 November 2009 - 17:45

hear hear. After playing with the new rules for awhile, I agree they are better. Do remove the +1 range from drawbridges, though

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

Posted : Sunday, 29 November 2009 - 17:44

thanks guys. im pretty sure i already removed the +1 to drawbridges.

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