Search found 55 matches

by Elvish Pillager
Sun Jan 08, 2006 6:37 pm
Forum: Feedback
Topic: accidentally generated 2 accounts
Replies: 5
Views: 5759

Ion bidon wrote:Unfortunately we cannot remove users. We can ban them but we cannot remove them.
You can't? You could on the old forum...
by Elvish Pillager
Sun Jan 08, 2006 1:54 pm
Forum: Feature Requests
Topic: Attacking means stopping the enemy
Replies: 13
Views: 11264

the only thing that needs to be figured out is the warriors still have this issue where they'll get caught behind some other warriors and won't go around the sides, so they become useless. That's the worst part right now :/ If you don't mind micromanaging, you can make them move with forbidden areas.
by Elvish Pillager
Wed Jan 04, 2006 11:58 am
Forum: Feature Requests
Topic: guard area should disappear when a warrior reaches it
Replies: 3
Views: 3439

Once I ran an AICastor against 7 AINumbis, with a little help from me. After a while, it had, like, dozens of war flags, was running rather slowly, but none of the warriors were doing much.

Then I placed the guard areas and massacred the enemies with 200 level 4 warriors.
by Elvish Pillager
Mon Jan 02, 2006 1:10 pm
Forum: Feature Requests
Topic: guard area should disappear when a warrior reaches it
Replies: 3
Views: 3439

But then you couldn't use it to guard as well, because the opponent could drop buildings there for the heck of it, your warriors take them out, and voila, no guard area.

And if you want attacking to be easier, see my sig.
by Elvish Pillager
Mon Jan 02, 2006 1:06 pm
Forum: Feature Requests
Topic: Attacking means stopping the enemy
Replies: 13
Views: 11264

<%-of-lost-life(%-of-life(from maxlive))> / 55 seconds = <duration-of-stun> That looks like it's in units of seconds^-1, rather than seconds, but I assume you meant it like this (<%-of-lost-life(%-of-life(from maxlive))> / 55) seconds = <duration-of-stun> when I say that that would usually stun the...
by Elvish Pillager
Mon Jan 02, 2006 1:01 pm
Forum: Feature Requests
Topic: Cost of the swarm needs to be changed
Replies: 18
Views: 14170

I'm not so sure. I like the way you can basically choose how many swarms to be running near the beginning of the game.

And saying "Other RTSs do it like this" is a ridiculous argument, since if anything, differentiation from those games is *good*.
by Elvish Pillager
Sat Dec 24, 2005 9:57 pm
Forum: Feature Requests
Topic: Attacking means stopping the enemy
Replies: 13
Views: 11264

Why don't they run? instead of walking...
by Elvish Pillager
Thu Dec 22, 2005 11:55 pm
Forum: Strategies
Topic: GrowFast Strategy
Replies: 4
Views: 6322

You should have some of your army pounding on the enemies, in case it kills them off. I always do that, or at least harass their settlements. At any rate, be agressive in placing your warriors.
by Elvish Pillager
Thu Dec 22, 2005 11:49 pm
Forum: Feature Requests
Topic: Attacking means stopping the enemy
Replies: 13
Views: 11264

I actually find it quite nice the way massive battles currently work. Two huge armies may engage, but no one can die in a big battle line; one side will have all its warriors retreat eventually, and only the last few will be killed. Then the winning army gets to pillage. This change would make battl...
by Elvish Pillager
Thu Dec 22, 2005 11:45 pm
Forum: Feature Requests
Topic: for discussion: remove the area's
Replies: 17
Views: 15809

Clearing area: Pave roads with this. it's ONLY good for areas that are frequented and would cause difficulties in the case of overgrowing. But it's good. Forbidden area: Good for preventing the harvest of enemy-controlled resources, for farming, and for influencing the movement of idle globs. The fi...