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February 17th, 2004, 05:43 PM
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Sergeant
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Location: Oregon, USA
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Re: patch 2.08 is out
I know the answer to this question is always "When it's done",  but I am curious if there is any estimated timeline on the Utgard fix, and whether it will wait for patch 2.09 or be released in a "mini-patch" (2.08a, for example) just to address that one issue.
Thanks for reading and for all the GREAT changes and improvements in 2.08; I know you Illwinter folk are as busy as a one-legged man in an arse-kicking contest.
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February 17th, 2004, 07:49 PM
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General
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Re: patch 2.08 is out
Quote:
Originally posted by Pillin:
Now your just beeing stubborn NTJedi, do you really think there are noone in a whole province that can kill your splendid... um statue Your protection spells wont Last all that long after the battle and then its just a simple matter of putting you off a cliff or something.
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Again another bizarre response.
First they werent spells... they were items... so yeah it would Last. Second the 'cause fear' was from death magic and the helm means very few citizen/farmers would be brave enough to attack/move the paralyzed titan especialy since they don't know how long before he will wake up!!
Pillin the citizen munchkins are farmers and citizens not fighters.
AND what about the provinces which have ZERO population... that BLOWS your theory dead too.
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SurvivalistMerc I was always under the impression Ancient Red Dragons could only be harmed by magical weapons... so a knife or sword in the eye would not cause any harm.
The devs have decided to kill these paralyzed creatures because they needed a way to stop combat from being stuck in a forever loop. The solution used: Auto-kill all units after X amount of turns is wrong. The unit should be allowed to wake-up and flee... not die .
[ February 17, 2004, 18:12: Message edited by: NTJedi ]
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February 17th, 2004, 08:55 PM
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Second Lieutenant
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Re: patch 2.08 is out
NT Jedi,
Under the original rules through I believe the first AD&D revision, magical weapons were not necessary to harm Ancient red dragons.
After Gygax left TSR, the company has continually re-published numerous rules for AD&D. And I have stopped buying the newer publications. Your original point was that you played numerous TBS, RPG, and other games and you were not aware of any other situation in which paralyzation meant death. I have shown you one. I do not speak of any of the "new" rules more than a few years after Gygax's departure because I consider most of those to just be rewriting the rules for purposes of selling additional rulebooks and making more money by doing so...the game was perfectly good in its original rendition judging from its popularity at the time. (I don't intend to get into a discussion of what Version of AD&D you prefer...all of the old AD&D players will confirm that you didn't need magical weapons to kill the original dragons.)
My mechanism of death does not rely on farmers. And even under current rules, if you can defeat or cause the retreat of all opponents by turn 50 then you will win the battle.
I like the fact that paralyze works to effectively counter supercombatants. Something has to. If you take away paralyze, much of the game will come down to duels of supercombatants.
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February 17th, 2004, 09:07 PM
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General
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Re: patch 2.08 is out
The problem is specifically that :
the game auto-kills units after X amount of turns during combat. That is wrong.
Paralyzation is just an effect which causes this to happen. Its one of the variables involved.
Any one of the three variables can be changed to fix this design flaw.
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February 17th, 2004, 09:16 PM
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Major General
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Join Date: Aug 2000
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Re: patch 2.08 is out
Items can be removed, spells wear off, and fear is not nearly as powerful as NT Jedi seems to think it is; it takes even militia quite a while to figure out that poking at the Doom Horror isn't the best idea, and Doom Horrors are a lot more fearful than a mere +2.
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February 17th, 2004, 09:19 PM
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Second Lieutenant
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Re: patch 2.08 is out
NT Jedi,
I actually agree with you that it is unsatisfying to have creatures autokilled after 50 turns. I've had that happen to perfectly functional units that were still attacking at the end of turn 50, still very much alive and kicking. Zap! You're dead! You didn't finish the combat in time!
I still think that the lack of instant protection reductions for "defenseless," paralyzed creatures with no allies on the field of battle is a design flaw. And I'm not sure that you necessarily disagree with me, though you do seem to object to the death of paralyzed SCs.
So that we're actually addressing the other person's concerns in the situation, let me ask you this: What do you think the most detrimental yet fair thing would be that would most likely cause the death of a "defenseless" paralyzed supercombatant? We are talking about a supercombatant...let's leave aside what kind for the moment...which is paralyzed and has no allies on the field of battle either on the ground or associated with any defensive structure.
I can see removal of items that provide defensive shields, including charcoal shields. Because the paralyzed SC can't keep the other unit from taking it out of his hands. The act of removing the item would remove its protections. Can you agree that this might occur?
Let us assume for the moment that the devs would agree not to autokill attackers on the field of battle after turn 50.
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February 17th, 2004, 09:25 PM
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Major General
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Re: patch 2.08 is out
Quote:
Originally posted by SurvivalistMerc:
Because the paralyzed SC can't keep the other unit from taking it out of his hands. The act of removing the item would remove its protections. Can you agree that this might occur?
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Not quite correct. Spells like Fire Shield or Astral Shield may well prevent what you propose. Your argument, while having merit, also has holes. You may want to consider some other rationale to use versus NTJedi ... 
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