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Forum : Notice Board
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AuthorTopic : New Version (closed)
Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Friday, 21 December 2001 - 21:18

That's right, the new version is upon us.

It will mean Commandeers are used for building and take-overs, new costs/stats for troops and buildings, plus a few bug fixes.

The development news page will have all the details.

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

Posted : Friday, 21 December 2001 - 21:20

I'll be uploading the new version at the end of today(game time).

Unfortunately, due to the nature of the change, all games will have to be restarted. Existing games will be recorded though.

pinafore
Joined 19/07/2001
Posts : 2307

Posted : Friday, 21 December 2001 - 21:38

r there any new troops than the commandeers?

Pro
Joined 22/10/2000
Posts : 3023

Posted : Friday, 21 December 2001 - 21:41

Probably

Wyld Chyld
Joined 16/07/2001
Posts : 432

Posted : Friday, 21 December 2001 - 23:19

Airborn Cammandos with night scopes and silenced, fully automatic .50 machine guns with a firing distance of 2 miles.
30 gold
0 stone
0 wood
1500 metal

st2me
Joined 3/07/2001
Posts : 354

Posted : Friday, 21 December 2001 - 23:26

will we need new downloads?

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

Posted : Friday, 21 December 2001 - 23:33

there will be a new download in the near future.
i'm just doing one part at a time now, rather than everything in one go.

the sooner we move to the new system the better.
the flash interface is mainly cosmetic stuff which can wait a bit longer.

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

Posted : Saturday, 22 December 2001 - 02:07

ok. the new version is here and working well.

please be sure to read the Development News before attempting to play or posting any problems/questions.

Gabriel *
Joined 13/09/2001
Posts : 159

Posted : Saturday, 22 December 2001 - 06:00

WELL DONE REQ!!!! HIP-HIP HURRAY!

pinafore
Joined 19/07/2001
Posts : 2307

Posted : Saturday, 22 December 2001 - 08:39

nice, REQ!!!

CTDXXX
Joined 19/11/2001
Posts : 5842

Posted : Saturday, 22 December 2001 - 09:00

Hail Lord Req!

Shaber - use your commandeers :-). Position them next to the top left square of the building, and don't stand on what will be part of the building.

LONEWOLF
Joined 19/11/2000
Posts : 9

Posted : Saturday, 22 December 2001 - 12:57

Look like we are back to the go old day whit better gif and i hope with more army !!!

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Sunday, 23 December 2001 - 07:39

Wow, you've even looked into and fixed what I thought could've gone wrong.

You got my undieing respect Req!

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

Posted : Sunday, 23 December 2001 - 07:40

hehe, thanx. i'm curious though. what did you think would go wrong?

The Man
Joined 22/04/2001
Posts : 47

Posted : Sunday, 23 December 2001 - 10:36

I would guess that the attack dogs and one of the birds would be availible at first, and then later the other birds. Am I right Req? Also, congrats on really nailing this vresion.

Gabriel *
Joined 13/09/2001
Posts : 159

Posted : Sunday, 23 December 2001 - 18:56

~QQ^ Vicious mice... lots of them rrgghhh! sqeak! ~QQ^

~QQ^ ~QQ^ ~QQ^

~QQ^ ~QQ^ ~QQ^

~QQ^ ~QQ^ ~QQ^

~QQ^ ~QQ^ ~QQ^

.....coming to nibble your tootsies!

RedTony
Joined 16/11/2001
Posts : 212

Posted : Monday, 24 December 2001 - 05:26

Lots of them? That's good, my cat is really hungry.

What about a cheese wall to stop them?

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Monday, 24 December 2001 - 08:16

Req: For one thing I feared the start might be crappy, since you have to move commandeers to the spot to build then build, but commandeers don't require 100% AP, and start out with 100%.

The free starting buildpoints have been cleverly replaced.

Besides that you remembered to let people start with multiple stacks (!).

The start is still a bit slower, and there is a fear of people going around with a stack of 25 scouts attacking ppl's castles (I hope you made it less debilitating to have a castle at 99%!), but the rest is done quite nicely. Inlcuding the choice of starting troops.

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

Posted : Monday, 24 December 2001 - 19:27

ahh yes. well, i've just fixed the Castle/no-income bug.
So attacking a castle to make them have no income will no longer work. (altho their income will be reduced as its based on health/maxhealth)

however, the starting system is still a bit iffy. I'm not too happy with it.

I may end up making it like it was before with the armies already on the map, except this time the numbers will be based on what you choose. So you end up with 2 Comms armies, and 1 of each of the others (so long as you pick enough of them). These armies will start with 100% AP.

Creating new armies will start with 0% AP.

Plus, when placing the castle, it will automatically place 1 of each resource around the castle within a few sqrs. This ensures ALL players get a min.ammount of resources to start off.

El Cid
Joined 26/06/2001
Posts : 1396

Posted : Monday, 24 December 2001 - 20:29


Maybe I no understand...

What if resource buildings aren't near their piles? Wouldn't it be better to allow the player to build some free buildings of their choice? And then get rid of the begin 100% AP...

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