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Old 01-01-2007, 06:05 PM   #61
darkwulfv
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Nice new name! And good to see those improvements, lets see how they change the game.
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Old 01-01-2007, 11:51 PM   #62
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Had to fix up a couple of things after playing earlier today.

Update v0.43
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- Some small bugs fixed
- Starting screen no longer has two forces
- Axemen & Gladiators nerfed slightly
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Old 01-02-2007, 03:21 PM   #63
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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Still unapproved.

- Gates mess up pathing majorly.
- Nowhere does it say that adding in a second operator to a trebuchet allows them to fire on the run.
- Trebuchets are now, so long as they have somewhere to retreat to, counter-less. The ability to attack while moving and a reasonably fast speed, as well as a large powerful AoE attack that kills many units in one hit, makes them deadly. They can get sally out and back without even fearing cavalry. The only counter to them I could find was more trebuchets.
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Old 01-02-2007, 03:31 PM   #64
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Quote:
Originally Posted by Captain Griffen
Still unapproved.

- Gates mess up pathing majorly.
- Nowhere does it say that adding in a second operator to a trebuchet allows them to fire on the run.
- Trebuchets are now, so long as they have somewhere to retreat to, counter-less. The ability to attack while moving and a reasonably fast speed, as well as a large powerful AoE attack that kills many units in one hit, makes them deadly. They can get sally out and back without even fearing cavalry. The only counter to them I could find was more trebuchets.

It seems an army of 25 trebuchets (anti 36 food special units) kills instantly whatever you find. The only way I found to counter that was a lot of men that build up barrels (explosives) to get all trebuchets on one hit. And, if its possible only.
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Old 01-02-2007, 04:10 PM   #65
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* For gates you need to walk up close to the gate and then move out of it, I have tried to fix this but I haven't come up with a solution due to technical issues.
* I'll update the tooltips with the operators
* I'll deal with the Trebuchet :)

====EDIT====
Update v0.44
Quote:
- Improved Operator Tooltips (descriptions & load)
- Operator icon changed to match Technology Specialists
- Trebuchets now can only use 1 operator, meaning they cannot move & attack at the same time
- Trebuchet model added
- Temple Area (where you start) now heals 1% hp per second
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Old 01-05-2007, 10:29 AM   #66
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Hi, I noticed I can't build till the end town hall "can't target organic units" ...
You could use a better placement for icons in the barracks
Trebuchets Minimum range seems to be too short, they also rotate on self too fast
I'd suggest to increase a lot better units training (player who wanna train them should make 5 barracks for example)
Could be great if peons with auto repair enabled keep the traps operational (for free)...
Workerz have more life than footies :S (and worker fully upgraded kill a fully upgraded footy xD)
You'll just need 9 Houses and you have reached food limit ... :-/
Missionary Armor upgrade?
That's all
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Old 04-04-2007, 12:15 AM   #67
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maybe allow archers to fire flaming arrows to make buildings catch on fire or kill trebuchets easily. Maybe, when lots of archers are together, give them the ability to fire a volley of arrows on enemies...

I haven't played in a while, so I can't know if these things are already implemented. Sorry.

OH, and is there any AI yet?
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Old 06-03-2007, 04:18 AM   #68
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WOW man I lOvE YoUr MAps THey ArE WOnder f u l thanKS!
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Old 06-20-2007, 11:48 PM   #69
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Uploaded version 0.47. Changelogs for 0.45, 0.46, and 0.47 are below. Sorry for the wait, I was very busy in school for the past months.

v0.45 Changelog:
Quote:
- Trebuchet projectile speed slowed (now it is easy to dodge if you are a unit)
- Trebuchet can no longer unload an operator while unpacked
- Nerfed Men-At-Arms & Supremacy upgrades
- Traps are now buildings
- Traps can now be "reinforced" for 100 gold which adds 75 hit points and makes it no longer decay
- Anyone who builds their Town Center in the desert area (top right of the map) is NOT affected by the "Harsh Weather" conditions. This makes the desert a more ideal place to build than previously.
- War Machine damage nerfed greatly
- War Machine Vorpal Strike nerfed slightly
- Loading Screen Changed

v0.46 Changelog:
Quote:
- Forces re-added to prevent people from changing colors
- Loading screen improved
- Fixed Harsh Weather effect (desert)
- War Machines no longer deal splash damage
- Added a ramp in the bottom left part of the map
- Buffed all archer units

v0.47 Changelog:
Quote:
- Trebuchet projectile speed slowed
- Trebuchet Ignition removed
- Sword Damage now deals 75% damage to buildings up from 50%
- Polearm Damage now deals 75% damage to buidlings up from 50%
- Ranged Damage now deals 25% damage to buildings up from 10%
- Siege Damage now deals 45% damage to mounted units down from 60%
- Godfather cooldown raised by 1 second
- Stealth cooldown lowered to 15 seconds
- Ranger movement speed fixed and raised to 522
- People who die no longer have the map revealed to them. However they still retain their alliances so they can give gold and share allied vision, etc.
- Reworked some terrain, especially in the bottom right area
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Last edited by Sacreligious : 06-20-2007 at 11:49 PM.
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Old 07-09-2007, 01:44 PM   #70
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Someone remind me why this is still unapproved?
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Old 07-09-2007, 03:32 PM   #71
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Approved Map: Warlords[Quicksilver #2] - 1st Place

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Assorted balance issues. Oh, and a lack of people testing. Blame the admin in charge.
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Old 07-09-2007, 09:19 PM   #72
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[Quicksilver #2] - 2nd Place

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I would have already reviewed this map had I not had some minor role in the testing of the map.
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Old 07-09-2007, 09:33 PM   #73
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You certainly make a point to be completely impartial and unbiased, SeasonsOfLove. Honestly, how does a minor role in testing the map make your reviewing rights void?
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Old 07-09-2007, 10:21 PM   #74
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I'd say depending upon the stage of testing. Late open testing makes no difference; early (ie: formative) or closed testing much more bias-ing, or at least would seem to be.
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Old 07-10-2007, 02:55 AM   #75
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[Quicksilver #2] - 2nd Place

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I actually did a lot of testing a few months ago when Sacreligious was in Clan TDG with me. Part of my personal deal in being a map reviewer was that I wouldn't be reviewing any maps of anyone that went through Clan TDG, since I've tested almost all of the maps that have been made over the past 2 years by Clan TDG members. So yeah, I'm trying to be impartial. I say minor because I wasn't part of Sacreligious' inner circle, but I did some substantial testing of this map for balance and other issues, and I had said that I would not be reviewing this map. The admin who offered me this position knows that I won't be reviewing this or any maps for which I had a role in development beyond playing the map for leisure or playing it once or twice for bug testing. I do not want to be charged with impropriety in any sort of way.
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