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[Blight of the Immortals]
Posts
So no more instant Shaman growth; the zombie centaur power is dangerous; I think the range on it might be too big at the moment (it's much wider than the regular centaur's ability). Befuddlement will no longer stop dwarfs from receiving their fort bonus.
Looks as though the advance orders include split, which seems as though it will be absolutely broken with the orc's War Chant ability or the hobgoblins boost. Not sure how I feel about that, but as best I can tell, it hasn't been implemented yet. Splitting a high level unit, if both sides of the split keep all the dice, would also be overpowered - I've got a level 23 fay who basically takes no damage from enemy groups, and if I could split them into two or three I could clear out the entire region with that one army.
http://blight.ironhelmet.com/game/3538592
Redeploy will mean you can teleport a unit to any of your cities; he's wondering how much should that should cost. Thoughts? What sort of cool-down/costs need to be associated with it to keep that ability balanced?
Last spot filled. Game has been started.
Not sure about the cost, but would it not make more sense to have redeploy use the same speed calculation that reinforcements do? That is still fast enough to be very useful while making more sense. Maybe it could have a cost scaling by army size, something like 1 coin per 10 strength rounded upwards?
Also, I am getting worried about how you are catching up to me in points in annihilation. Why must you continue to jeopardize our friendship by attempting to win?
edit: And then I check the game and see you let some centaurs ambush one of my dwarfs. Nice!
That part is interesting actually, it has to do with how the game handles the Goblin Ninjas. It seems that they automatically fight last and if they win they stick around rather than fleeing but still take no casualties.
Unfortunately this meant that when I activated their ability I sacrificed your dwarfs, but on the other hand it probably saved me 50 or so casualties. If I had been sure how this works I would have asked you to retreat with your dwarfs first.
redeploy is something I've been wanting without knowing I wanted it. awesome. I like your implementation as well, reinforcement speeds, anywhere on the map.
the new must be in 24 hrs march to send an envoy thing makes sense. its consistent in a simulationist sense which makes me happy, but inconvenient mechanically (gamist).
What's a good difficulty level and game type anyway? So far Easy is ridiculously... easy?
Easy is ridiculously easy. Normal is probably where you'd want to start in imo. I'm thinking about joining a hard game when one starts up
steam-taliosfalcon
XBL-AdeptPenguin
In the 2nd pub game only me and 2 other armies talked. We traded coins and towns a couple times. That one was on normal and is no essentially over. Second place in both games so, woo?
3rd pub game was on the 4 player map and since I joined late zombies had already taken mucho of the map around me. I have met a corpse turned into a roaming horror death.
I tried joining another pub game, but upon getting in I was informed that my army was already defeated. Kind of a bummer and wish the game didn't provide the option for me to join. I provided this in feedback, so we'll see what happens!
How do you do feedback? Just an email?
I joined a game that's permanently paused, so that's used up one of my 3 free slots indefinitely.
I'm pretty sure you can contact them at info@ironhelmet.com ?
EDIT: I don't think I like the new UI. Sure, there are more options but I really liked the simple interface in the previous version
:winky:
I bring you The Impossible Dream
Sign up you fools!
Ugh on being Men again, but we'll see. My Ent area up north currently has Ents in it, which means it is going to be a pain in the aaaasss to take.
Also, sorry if I sent a double message. I sent it the first time, and it didn't show up in my Diplomacy messages, so I thought maybe I had hit the wrong thing. But then the second one didn't show up either, sooo, whoops!
Oh, I'm pretty sure they're going to get them. Ent town is too far away from all the town that actually make units that could defend it. I guess I could have just left the ents there, but then I would have had an island of ents in a sea of zombies. At the end of the day, its just more honor to go around. Unless we die horribly, of course.
That is much less broken than the previous version, since it cannot level up every shaman/wizards/merchant all the way to insane strength in a single shot. Sounds good to me. Better with big units, less good with the little units than before. Should be interesting.
I don't know, time will tell. One of the big limiting factors in the game is the number of towns you have, their cool downs, and the fact that each town can only produce one kind of unit. Now every orc can act as an additional, universal town, producing whatever units you need for just one kind of coin (though still on a 2 day cool down). The range is pretty beastly, too.
New strategy: use orc on troll/ent, repeat
I miss my Dwarves. >.<
Merchants take a while to pay off, and neither of you got enough quiet time to set up your industry before the zeds came marching.
On the other hand, only a few of us are really in a strong position; both sets of goblins are dealing with immortal trolls, you and the southern elves got hit by the first two major outbreaks, and the southern dwarves are beset on every side.
The Northwest looks like our best hope for salvation; the men, elves and dwarves are working well together to establish a defensible area from which they will be able to strike back against the shambling horde. I think that I can hold the south with my orcs, but if my flanks fall it could leave me spread too thin.