HOME   |   COMMUNITY   |   TRAINING   |   BATTLES   |   DUELS   |   CAMPAIGNS   |   HELP      
Click above links for MAIN menus, mouse-over for sub-menus.5 DEC 2024 06:49  
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 : 2 (2)
Active : 12 (12)

refresh
Back To Notice Board   |   Return To Forums
Forum : Notice Board
1 2 3   >>
AuthorTopic : August 2004 - Updates
Requiem [R]
Joined 3/02/2000
Posts : 4882

Posted : Friday, 6 August 2004 - 01:37

Updated seige weapons. Ranged troops do only 20% damage now against seige troops. Cats have larger range, Rams do more damage.

DOUBLE TROUBLE mode is now only for Beginner / Ultra games. All other games are normal single castle games.

Remove & Repair buildings proximity is now larger. You cannot repair/remove if an enemy army is within 5 spaces, or take-over if enemy is within 3 spaces.

Added Mog's great tutorial links to the homepage, and the newbie tutorial to the Forums page.

Changed ranged troops ranges for better balance... Arbs 5, Archers 6, Marks 7, Balista 8.

Updated FlashMap to ver.2.48.
New map shows correct range for all troops (including melee), and also allows for Tower range bonus.
New map should also load/generate faster.

Fixed +1 range bug when attacking buildings with some troops.

Updated Barracks to health of 2600.

Cannot repair buildings while UnderAttack anymore.
Also, repairing now takes away MovementPoints as well as BattlePoints.

Last Edited : Sunday, 22 August 2004 - 23:01

A-Dude
Joined 25/03/2004
Posts : 152

Posted : Friday, 6 August 2004 - 13:25

yay!

Grinningwide
Joined 21/01/2003
Posts : 31

Posted : Friday, 6 August 2004 - 14:15

yay back to single castles for slowpokes games

Killerdude
Joined 1/03/2002
Posts : 730

Posted : Friday, 6 August 2004 - 15:06

ahh yes, very nicely done

Negative Creep
Joined 1/02/2002
Posts : 457

Posted : Friday, 6 August 2004 - 18:10

exellent Req.
you always do what's best for the game.
applause..applause.

Egregius
Joined 11/07/2001
Posts : 3513

Posted : Saturday, 7 August 2004 - 04:30

Except that in a currently running clangame a claimed goldmine is now unconquerable because of a big stack of bandits 5 squares away

edit: actually I think some of the basic resource buildings have come into the range of neutrals now.

Last Edited : Saturday, 7 August 2004 - 04:53

kingrichard
Joined 13/11/2002
Posts : 1181

Posted : Saturday, 7 August 2004 - 06:06

req, i think it would be helpful to translate mog´s tutorial in different languages like french and german.

sugarleo
Joined 4/05/2002
Posts : 3773

Posted : Saturday, 7 August 2004 - 12:28

OK, gotcha on the remove and repair rules...does this restrict 'building' within 6 spaces as well? Would seem so, but just wanted your confirmation. Thanks Req.

Mog DoC
Joined 5/02/2004
Posts : 14359

Posted : Saturday, 7 August 2004 - 15:24

I like the idea of translation of the tutorials. I would like to spruce them up a little first, but anyone who can do it, please send me the translation and I'll post it.

Spanish, too.

cardfan_stl
Joined 25/10/2003
Posts : 855

Posted : Saturday, 7 August 2004 - 17:50

I can say that on the 12 player map a lot of your basic resource buildings (the 3 ones around your castle) are within 6 spaces of barbs.

Sphendule
Joined 24/06/2004
Posts : 31

Posted : Saturday, 7 August 2004 - 20:52

Maybe takeover should be put back to 4 but leave remove at 6.

Either that, or the maps (or at least the 6/12 map) needs to be changed so that barbs aren't within 6 of the "free" resources.

StCrispin
Joined 26/06/2004
Posts : 214

Posted : Saturday, 7 August 2004 - 22:52

personally i thought the remove rules were too restrictive before, i should be able to tear down my stuff even if someone is 2 spaces away! lol but thats just because I dont feel like logging in to a game just to look at my walls or something when I cant build troops. I just want to die then! I know it would be a major project but it might be cool if you could "set fire to" instaed of remove and just have the building burn down in a few turns. Not comlaining though, since this is a great game.

Sage DoC
Joined 8/11/2002
Posts : 4070

Posted : Saturday, 7 August 2004 - 22:58

Bah, I can't take over my gempond because two guys are staging their battle 6 spaces away from it...on the other side of trees and my 5000 hp walls preventing them from getting to me >_<

Zeus
Joined 27/12/2001
Posts : 45

Posted : Sunday, 8 August 2004 - 10:19

"!DOUBLE TROUBLE mode is now only for Beginner / Ultra games. All other games are normal single castle games."

noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

why? tell me why? why did you remove this great feature from the normal games again? ...

Killerdude
Joined 1/03/2002
Posts : 730

Posted : Sunday, 8 August 2004 - 10:28

hmmm, it seems before that no one really liked DT games, i guess you should've spoken sooner about keeping them, there are a lot of people that hated them, including me

Byron
Joined 24/01/2003
Posts : 819

Posted : Sunday, 8 August 2004 - 18:06

Req I have a problem with the changes...I can't take over my goldmine in a game due to the fact the secondary metal mine with a bandit on it is 5 to 6 hexes away from the goldmine...Now I don't know about anyone else but umm...It sucks...

Sphendule
Joined 24/06/2004
Posts : 31

Posted : Sunday, 8 August 2004 - 18:24

That's why I suggested takeover to be moved back to 4 and leave remove at 6. Hmmmmm, I just noticed a word in my post that shows where this should go .

Sage DoC
Joined 8/11/2002
Posts : 4070

Posted : Sunday, 8 August 2004 - 19:00

I'm the one responsible for this 6 space change.

I pointed out that the way it was before, at 2, your opponent could repair a marketplace while you were busy attacking it.

For that to be fixed, you need only up the number to 3 (or 4). 6 is too much, causes too many problems.

cardfan_stl
Joined 25/10/2003
Posts : 855

Posted : Sunday, 8 August 2004 - 20:04

Well, I guess I was wrong... one person complaining about taking away DT mode (unless he/she was being sarcastic)...

On the 6 space change, I too thought it was too much. Keeping the remove at 6 is fine with me, but I should be able to take over my own resource buildings.

On the other resource buildings that you could often (mostly on the 10 player map) take-over without killing the barbs, just moving the barbs one space or adding a 2nd barb would fix those problems under the old system.

Card

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

Posted : Sunday, 8 August 2004 - 21:14

ok, i've changed it to 5 spaces for repairing, and 3 spaces for take-over.

6 was just too unbalanced in these old maps.

also adjusted ranged troops ranges.

Arbs 5
Archers 6
Marksmen 7
Balista 8

Catapults are still 11, but may need to be dropped to 10.

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


WarOnline.Net is © Copyright 2000-2024 by Requiem. All rights reserved. [ 0.197266 seconds ] Privacy   |   Terms   |   Links   |   Stats   |   SiteMap