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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?
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When creating maps, could you add an option to disable certain units? That way, you can make a water map and disable bridges so the player would have to use the existing bridges.
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I really like the simplicity of the game, and I think the mechanics/gameplay work very well. However, I very much dislike the inability of dealing with spreading fires. I have had some small success with using Demo units to get rid of the fires, but it is haphazard at best, and more fire just comes next turn. I was just about to win the last level of the fire realm (I know, it is the fire realm after all), when all of a sudden, waves and waves of fire just wiped everything out. There was absolutely nothing I could do. And I was playing on the lowest difficulty! Anyway, still fun, but the random disasters are a bit too much. Thanks. I'll be looking for additional games by this 'author/creator.'
Thanks nymalous, I appreciate the feedback. I've scalled way back the randomness in the campaign but i've never come up with a good way to implement a "Fire Fighter" unit. I'm open to suggesions! - 4/24 - The builder now doubles as a firefighter. Now you have a tactical way to deal with fire.
Sorry jclaudio, some of he victory data was hopelessly corrupted, in fixing the bug so that future data is not corrupted, some old data was lost. Sorry for the inconvenience.
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@Warstrider: I have either found one, or two. I just had my data wiped in between. I wasn't paying the closest attention when I found one, either time though. So I'm at one for now. @aaasssddd123: Capturing the farm itself in the bottom right is a no-no, just capture around it. That should help.
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I can't seem to get the achievement for "earth 1". I'm assuming it's the first map of the earth realm. I've completed it with maximum of 2 units on adept and super cheater. Units got upgraded and I think I've built some towers and farms as well, not sure though. Does that change anything?
Another thing, I think the latest patch messed up fire a bit. I was replaying one of the fire campaigns and the fire neither spread nor got extinguished. Besides the usual explosions, there was fire popping up on a random square every so often as well, which I assume is normal, but it was not adjacent to any other fire square.
Thanks aaasssddd123. I was sloppy in the 1.25K patch with the fire bug, just fixed it in 1.26K. The achievement for "Earth 1" includes towers and farms and such... they count. You've got to do it with only two guys at all. It's a hard one!
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I just posted 1.25K which should correct the map rating problem you've been seeing. Some of the ratings will regretably stay damaged, but there won't be any new ones.
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Buggy maps or win screen? Finished a map (second in the GOW1 list I think) and it is stuck on the win screen, with two buttons marked test that are locked. Refreshing, even closing the browser and coming back it goes right to this, the whole system gets unresponsive, then flash crashes.
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Interestingly, some maps that I've never played before from the GOW1 uploads are marked as me having either won on Super Cheater mode, or lost.
Glad to hear it! Don't forget you can use the search feature to bring up new GOW1 maps as well. The next patch, v1.23K, will have some more map maker features to people to use.
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The latest patch, v1.22K is now live. Check out "updates" fo more info. A tip for map makers... you can press enter to put your story text on different lines. The "Delay" command must be on a line all its own to work.
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I wasn't expecting much from this game after the tutorial, but once I got into it, I have been extremely hooked. This is a great game. Thanks for uploading :)
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Oops... Well, as you can see, I am not the most observant person. This'll be the second time this week I've suggest a feature to be added to a game, even though the feature already existed. And it's only Monday! Well, glad to have the hotkeys pointed out to me. They will be helpful. Thanks.
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Ahh, solved puzzle #4. I had figured out what I WANTED to do, just not how to do it. After trying the wrong solution (right idea, though) over and over again, it became obvious. I would be willing to give hints via PM if anyone needs help.