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January 13th, 2004, 12:53 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: patch 2.06 out
Quote:
Originally posted by Saber Cherry:
quote: Originally posted by Arryn:
Minor gripe: Pre-patch the arrow keys would auto-repeat when held down. Now they do not. This is one "fix" we could have done without methinks.
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They work for me... They're working again as they should. Very odd though. All I did was exit the game and come back in ...
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January 13th, 2004, 01:11 AM
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Second Lieutenant
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Join Date: Sep 2003
Posts: 483
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Re: patch 2.06 out
Fire susceptibility seems inconsistent. All liches, bog mummy, and mummies reanimated from HoF get it, but not mummies reanimated by Amon Hotep or Desert Tombs units (which are also mummified).
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January 13th, 2004, 01:13 AM
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BANNED USER
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Join Date: Oct 2003
Posts: 194
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Re: patch 2.06 out
Quote:
Originally posted by apoger:
>So you won't remove anything from the game by making a modified pythium. Just enable that mod when you want that variety of pythium.
A bunch of players get together and want to play. They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
No player will then have access to ANY standard nation since they have all be replaced by my mod.
What I want, and I don't think this is out of line is;
A bunch of players get together and want to play.
They decide to use the "apoger" mod.
This mod offers an alternate theme for every nation.
The players that choose to utilize one of my new themes simply takes it from the theme menu when making their nation.
Players that don't want to use one of the extra themes just ignore it and play what they want.
This is a HUGE difference.
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You can have any number of mods affecting a game. Keep each mod to one nation so they player of that nation can choose if he wants to use that mod or not.
Sammual
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January 13th, 2004, 01:29 AM
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BANNED USER
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Join Date: Oct 2003
Posts: 194
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Re: patch 2.06 out
Quote:
Originally posted by Saber Cherry:
New 2.06 bug: You can recruit while under siege. The gold you spend is used. But the units mysteriously never show up. Where do they go?
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It has always been this way for me.
Sammual
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January 13th, 2004, 02:43 AM
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Sergeant
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Join Date: Oct 2003
Posts: 363
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Re: patch 2.06 out
I haven't had a chance to look at the new features in full but I do have a few questions.
1. Is there any plan to change the way orders work allowing some sort of fire and attack, or firing on the hold part of "hold and attack" or while not otherwise engaged on guard commander?
My concern is Tien Chi Cavalry - particularily Barbarian Kingdoms. Is it intended that at any battle you either use them as lancers of archers or is there a way of getting around this I have been unable to discover?
Mictlan - is there any plans to improve Mictlan?
While I have achieved moderate success with Mictlan it was after many, many abysmal failures and was harder to achieve than dramatic success is with most other races. Part of what kept me trying was the hope that Mictlan would be patched and my cunning idea's would become more viable. If Mictlan (read Barbarian Kingdoms and Spring and Autumn) is finished as is it would be good to know so I can stop waiting and hoping.
I find it hard to celebrate the arrival of new themes when we already have alot of new themes/nations and some of them seem to be badly in need of work. I lost alot of my designs to this patch and I'm not sure that I have gained many new possibilities. My two favourite nations remain bottom dwellers who struggle to utilise their thematic advantages (the two Tien Chi themes) and dual bless effect races have been slaughtered.
Oh well I guess its time to take a break from playing anyway and put some serious work into the "War of the Rings" mod.
Thanks for the mod capability - I do really appreciate what you given us with this.
cheers
Keir
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January 13th, 2004, 03:11 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: patch 2.06 out
Quote:
Originally posted by Keir Maxwell:
I lost alot of my designs to this patch and I'm not sure that I have gained many new possibilities. My two favourite nations remain bottom dwellers who struggle to utilise their thematic advantages (the two Tien Chi themes) and dual bless effect races have been slaughtered.
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What are you talking about? What has been done to weaken those nations/themes, and how was dual blessing weakened?
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January 13th, 2004, 05:46 AM
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Sergeant
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Join Date: Oct 2003
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Re: patch 2.06 out
Saber:
My first reaction to dom2 was to build lots of pretenders with over the top magic - two 9's being commen. Someone else described the two 9 combo as dual bless effects races and I picked up the name.
Obviously paying for two 9's is really hard and you end up with really bad dominion scales. However you didn't suffer too much because order3 misfortune3 still gives you the money you need and safety from bad events - being so dependant on your home province makes the thought of flood really horrible. I can't imagine I will be playing order3/misfortune3 as its roughly the same as it was in dom1 and that was brutal. Basically its 120 design points gone from a very tight race design that is already playing with most scales at -3.
Sure you can now play order0/misfortune0. Its scary in terms of events and only the best of the races will cope with the loss of income as the start can be hard with that little gold.
At the bottom line its a cost benifit thing and its just looking alot more tempting to play with a 9 or 10 and maybe one 4. Still Neifel dual bless might be able to get by - now that I know the Woodsmen work well the race is alot more versatile. I'm not ruling out other posibilites reshaping but a large body of my previously successful designs are history.
Many races will have been reshaped or trashed by this patch and the more radical designs will suffer worst. Sort of inevitable once it became clear that the order3/misfortune3 combo was so powerful.
C'est La Vie - I had lots fun with extravegent bless effects while the opportunity existed.
As for the Tien Chi themes nothing has been done to them specifically (the problem) but in general they have become a bit stronger as while turmoil/luck races haven't got better order races have got worse. While this is good the problems with them remain.
I have done okish (ie not anything like one of the more powerful races) with BK but thats by relying on the foot arhers and spearmen not the barbarian horse the race should be defined by - and you are left a bit hanging as the game goes on and your early armies become redundant. I believe the horse need the ability to fire and attack to be used efficiently and at present they are a bit of a mockery of the Xiongnu they represent.
Spring and Autumn was weaker than BK in my tests (in threads on the subject others had similar experiances) and the chariot mounted commanders with nothing to support them are very frustrating. Spring and Autumn China had large bodies of charging chariots according to ancients rules so why be so miserly on them in a fantasy?
Cheers
Keir
[ January 13, 2004, 03:58: Message edited by: Keir Maxwell ]
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