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Hmm.
Could you add a new unit called ''horse'' and has high soeed (but cannot invade territories as a horse) and could be combined with a ''soldier'' (all the grades of the soldiers) and will double their speed but increase their
cost per round. It'd be the solution to invading large places if you have a level 4 soldier.
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Can the achievements actually do something? Like say unlock some sort of special unit/weapon like say fungal spray which wipes the map clean of any and all units.
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Puzzle campaign lv 1? i build a builder in the 6th turn to make it safe to the goal spot, which takes 3 turns. then i ran out of money and my builder is dead. Took me another 5 turns to make a soldier, which sums 14 turns. But it needs another 2 turns for me to reach the goal. This puzzle cant be solved! Then i read comments from some people which reads ".... there is a patch upgrade about the builder...." plz fix the map.... i really wanna play advanced puzzle campaign
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A small request. Can you store our turncount when we win a map? Then display it later on the map selection screen. With that, we can try to win a map with the least amount of turns and later beat that score.
I think I can add that Steaming. That screen is pretty full, but I've got the data you want already saved. I'm out of town for the next few days, I'll aim to have a new patch released end of next week or so. 6/18 v1.35K is now live with this feature. Click on a map and just above the description it will show the best rounds beaten. Enjoy!
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Hey ChaosInMotion, don't forget you can always play the GOW1 maps via the seach screen in GOW2. There are hundreds to choose from!
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I think this game is very nice and one of the best ones on kongregate.com.
This site needs more games like this. Keep going warstrider! :)
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I would like to second Blue0Dwarf's comment that the Puzzle Campaign seems unwinnable. Specifically, I can no longer win maps 1 or 3.
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Maybe I missed something somewhere, but I did not realize that you could directly buy higher level soldiers/demos by clicking the buy button again.
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Is Conquest - Island War (Large) good? I built it,but it's my first map so I don't know about the difficulty or if it is large.
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Also some sort of indicator in-level or on the level select that tells us if builders in that level can fight fires. It can be annoying in levels where they don't, but you don't realize they don't until it's too late.
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The increased builder cost and maintenance makes some previously winnable levels unwinnable (most notably the Puzzle Campaign, but possibly others as well). If you can't find some sort of fix for that then you should probably remove those maps to save people the frustration.
On some maps, yes. The map maker has control of weather builders can fight fires. In order to not break older maps they default is that they cannot. If you hover your mouse over the "Builder" button it will tell you if they can fight fires.
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I just published v1.31K! There are allot of good enhancements here so take a look at the patch notes in the upgrade tab. Thank you all for the great feedback that continues to make this feasible!
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I've been listening to all the great feedback over the last week and have started working on a large patch to address much of it. Look for a new patch mid to late next week!
Yep, thats expected. Builders are immune to fire and can extinguish it if they step on it, but they have no control over fireballs. This is actually something i'm changing for the next patch... in the next patch builders will protect the area around them from fireballs. - 5/9 - Buiders are now immune to fireballs.
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i actually like fireballs. the easiests way to deal with them is to drop some portals. only problem is computers dont know how to deal with them, so i easily win any level with them.
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i had a long,thin area, following the road, and a Vile appeared IN my territory, cutting my lvl 2 unit off from my capital, making me lose it...
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I would be interested to see how moving the income and upkeep to the end of the turn would affect gameplay (although I would not want to lose the current model). This would allow the player/AI a turn to deal with things like bisects/bombs/random events before mass unit death.
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One possibility would be to scale the chance of fireball with the level of difficulty. Another would be to steal some DM techniques. That is, behind the scenes you could make some "adjustments" to the randomness. In particular, I think it would make sense to force there to be at least 4 turns between fireballs to give the player a chance to recover. If multiple fireballs come out at the same time, you could dictate that only one can hit the land of any given player.
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At the risk of echoing other comments, I also dislike the random fireballs of doom. If they hit my capital, they take out all my gold reserves and usually a farm for good measure. Given the unforgiving nature of running out of gold, this can be quite frustrating. On the flip side, if they hit your opponents in the right spot(s), then you were just handed a too-easy game. I consider the game's 3.6 rating to be lower than it really deserves, and IMO the most likely culprit is the random and frustrating events in the main campaign.
I am certainly open to suggestions! The fireballs were implemented to throw a wrench in plans and disrupt what can be a to-predictable battle. But if they are to much, they are to much. Take wildfires and raiders as an example. They also spawn randomly, but cannot spawn on guarded hexes... thus giving you some influence. Do keep in mind that only three levels in the campaign have fireballs.
Ouch! They can certainly throw a wrench in the best thought out plans. I often use portals as ways to double up my supply lines. It's allot harder for any single random event to hit both my portal line and my normal line on the same turn.
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I cannot seem to place a goal hex in a two-hex territory without disabling that territory. Is this possible, or do I need to expand it to a three hex territory?
Thats correct, you need a 3 hex territory. Some hexes can't support a capital. Another example is bridges. A two hex region where one of the hexes is a bridge is really just a one hex region... so no capital. It's a little counter-intuitive, sorry.
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There have been some really good suggestions today, i'll see which ones are feasible and get a new patch deployed ASAP!
v1.29K is now live! This renames bidge units to builder units, and gives them the ability to fight fires. Fire cannot spread to where they are and they can extinguish it by moving into a fire hex. Note that fireballs will still kill them. Existing maps have this new ability disabled, mapmakers that want to add this must re-publish their maps after changing the setting on the units tab.
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firefighter unit suggestion(may have been suggested already I'm not reading them all).... make it a tower with a range like farm or maybe 1 square bigger. Then you can at least set up some def to a mass wipe out.
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Search function for levels needs some way to exclude (or sort on) levels hat have been completed (or completed at a specified difficulty setting).
I've been trying approach after approach, but regrettably I cannot add this functionaliy. The core architecture of the portal screen has, in hindight, a huge flaw in it. That flaw prevents any knd of sorting or filtering off of "Win Status". Sorry dragon_of_celts. If I think of a workaround in the future i'll add it but for were out of luck.
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Earth 1's achievement decription was better as 'Non-Base' units, since Farms and Towers count against the total. 'no more than two Soldier units' suggests no more than 2 actual soldiers, even though you can't have farms or towers either. If it was intended to mean 2 Soldiers, and not count farms/towers, then the achievement is broken. Currently, it should read 'non-base', since every unit except the base (perhaps change base to flag, or Capitol) counts against you.
Sure thing! You have to win the level with only ever having two units at a time (bases don't count). Things to watch out for are things like farms, which if conquered count as a unit. I'm clarifying the text in the next patch.
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LOVE this game, but the volcano fireballs are too much on the easy levels. Instead of firing every turn, it ought to be every 3rd or 4th turn. I can't imagine what it's going to be like on the challenging levels. :-/
Thanks for the feedback Chaosinmotion! Tuning the "Chaos" elements has been difficult to say the least. I just checked and "Fire 3" has about a 30% chance of spawning a fireball. Do you remember which level you were playing?