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Search: Posts Made By: Burnsaber
Forum: Multiplayer and AARs November 8th, 2009, 02:55 PM
Replies: 154
Views: 30,145
Posted By Burnsaber
Re: Cripple Fight 2: The Lamepire Strikes Back!

We go as planned. It's just soo much simpler that way.

The third cripple fight will have the draw nations included too, so it's not that big of a deal that one got a sort of ahead of himself.
Forum: Multiplayer and AARs November 7th, 2009, 10:19 AM
Replies: 154
Views: 30,145
Posted By Burnsaber
Re: Cripple Fight 2: The Lamepire Strikes Back!

Okay, game is up on the llamaserver. The map is attached to the first post. All in all, I think that I managed to create pretty balanced starts. All nations have at least 3 province space between...
Forum: Scenarios, Maps and Mods November 7th, 2009, 08:10 AM
Replies: 131
Views: 29,938
Posted By Burnsaber
Re: Underwater Gameplay Improvement Mod v0.91 - Quickfix

Not possible with the modding tools we got. Aquatic troops are stuck in the seas.



Actually, that's the very thing I'm trying to fix - land and sea is just way too much apart. Why? Think of...
Forum: Multiplayer and AARs November 7th, 2009, 05:23 AM
Replies: 154
Views: 30,145
Posted By Burnsaber
Re: Cripple Fight 2: The Lamepire Strikes Back! Recruiting

Yeah, it seems that I'll have to incorporate the "draw" nations to the next game. If not for anything else, just to keep the game over 6 players.



Since I'm not playing, I could give all...
Forum: Scenarios, Maps and Mods November 7th, 2009, 05:09 AM
Replies: 131
Views: 29,938
Posted By Burnsaber
Re: Underwater Gameplay Improvement Mod v0.9

Err. Right. :doh:

I uploaded a quickfix version 0.91.




Once again, not moddable. In case we still need to boost the levels of UW access, I have some ideas. Note that I'm keeping these in...
Forum: Scenarios, Maps and Mods November 6th, 2009, 04:19 PM
Replies: 131
Views: 29,938
Posted By Burnsaber
Re: Underwater Gameplay Improvement Mod v0.9

I know, but unfortunately that's not moddable. Well, it's not like you could recruit anything new.



I assume that you Manual of Water Breathing? In the previous version, MoWB was con 2 while...
Forum: Multiplayer and AARs November 6th, 2009, 12:10 PM
Replies: 154
Views: 30,145
Posted By Burnsaber
Cripple Fight 2: The Lamepire Strikes Back!

This game will only feature nations that have not yet won a single MP game, according to the thread on victorious nations (http://forum.shrapnelgames.com/showthread.php?t=33275). This is your chance...
Forum: Scenarios, Maps and Mods November 6th, 2009, 11:27 AM
Replies: 131
Views: 29,938
Posted By Burnsaber
Re: Underwater Gameplay Improvement Mod v0.9

Alright, new version.

This version is fully compactible with the UW changes in CBM 1.6, so no nations should loose boosts because this mod is enabled.

Other changes include:
- "Manual of Water...
Forum: Multiplayer and AARs November 5th, 2009, 11:33 AM
Replies: 338
Views: 47,476
Posted By Burnsaber
Re: The Early Days. Game running.

I took the liberty of giving 12hour extension to get the thing sorted out.
Forum: Multiplayer and AARs November 5th, 2009, 11:31 AM
Replies: 128
Views: 25,677
Posted By Burnsaber
Forum: Scenarios, Maps and Mods November 3rd, 2009, 04:03 PM
Replies: 3
Views: 1,496
Posted By Burnsaber
Re: Sprites Question

The command is #copyspr1 or #copyspr2, not #copysprt
Forum: Multiplayer and AARs November 3rd, 2009, 06:07 AM
Replies: 373
Views: 59,164
Posted By Burnsaber
Re: Cripple Fight! - And the Lame shall inherit the earth!

Njah, it would the break "continuity" of the series, so to speak. Besides, putting a nation in the game because it's weak and then boosting it with a mod is sort of conflicted.

I've been thinking...
Forum: Scenarios, Maps and Mods November 3rd, 2009, 05:59 AM
Replies: 134
Views: 62,935
Posted By Burnsaber
Re: Warhammer Dwarfs, version 0.7

It's one of those units that will just smash the AI, because the AI just too retarted to come up with anwsers. It's the same thing as with thugs/SC's/BF spells and the like. If you feel like they...
Forum: Multiplayer and AARs November 3rd, 2009, 01:56 AM
Replies: 373
Views: 59,164
Posted By Burnsaber
Re: Cripple Fight! - And the Lame shall inherit the earth!

You know, I thought about that when I made the fisrt game, but EA Oceania is in those 3 nations! I really just can't make a game where one player must play EA Oceania.

Because that would be just...
Forum: Multiplayer and AARs November 3rd, 2009, 01:51 AM
Replies: 128
Views: 25,677
Posted By Burnsaber
Forum: Scenarios, Maps and Mods November 2nd, 2009, 08:37 AM
Replies: 6
Utility: Burnsabers Mods
Views: 3,756
Posted By Burnsaber
Since my signature is becoming quite big with all...

Since my signature is becoming quite big with all these mods I'm making, I decided to gather all of my mods under a single link. I'll make some pretty banners for each mod in this thread once I have...
Forum: Scenarios, Maps and Mods November 2nd, 2009, 06:35 AM
Replies: 5
Views: 2,226
Posted By Burnsaber
Re: Modding independent difficulty?

If you play with no indy maps, you could make a custom mod that improves the stats and paths of indy troops and mages.

Make Wolf Tribe shamans cast "howl" at the start of battle. Give Barbarian...
Forum: Multiplayer and AARs November 1st, 2009, 02:57 PM
Replies: 338
Views: 47,476
Posted By Burnsaber
Re: The Early Days. Game running.

Intentional to prevent using her as a Thug chassis (She needs to be tough however, since assasinating her will bring death to all troops following her). Hopefully I remembered to explain the...
Forum: Scenarios, Maps and Mods November 1st, 2009, 02:46 PM
Replies: 134
Views: 62,935
Posted By Burnsaber
Re: Warhammer Dwarfs, version 0.7

E2 is enough for you to cast Legions of Steel, Earth Might/Strength of Giants, Armor of Achilles/Destruction and Earth Meld (+ you have Grudgestone). Those spells, if used right, can be a lot more...
Forum: Scenarios, Maps and Mods October 31st, 2009, 07:07 AM
Replies: 18
Views: 6,385
Posted By Burnsaber
Re: Is there WH fantasy battle total mod?

I have a theory on why that is happening. When the "Six Nations" mod was compiled, the only mod whose renumbering was bugged was Bretonnian's ritual summoning spells (oddly, the combat summons...
Forum: Scenarios, Maps and Mods October 31st, 2009, 06:04 AM
Replies: 18
Views: 6,385
Posted By Burnsaber
Re: Is there WH fantasy battle total mod?

There is the "Six Nations" version, it contains Chaos (with heavy modifications), Itza, Bretonnia, Ogres, Skaven and Tomb Kings + CBM 1.6.Download Here...
Forum: Scenarios, Maps and Mods October 31st, 2009, 05:17 AM
Replies: 148
Views: 65,391
Posted By Burnsaber
Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

I'll wait for Trumanator's big pos before deciding, but the mounted KotR gain could be reduced to 1x per point of PD.
Forum: Scenarios, Maps and Mods October 31st, 2009, 05:15 AM
Replies: 134
Views: 62,935
Posted By Burnsaber
Re: Warhammer Dwarfs, version 0.7

The thing is that you can't script pd, allowing prospectors to raid even 15+ pd provinces without losses. Combine this with stealth. Also "no battlefield magic" is a pretty heavy statement. Everyone...
Forum: Scenarios, Maps and Mods October 30th, 2009, 08:57 PM
Replies: 134
Views: 62,935
Posted By Burnsaber
Re: Warhammer Dwarfs, version 0.7

First of all, Runebearers cheat. They travel along the abandoned and nearly forgotten underground tunnels build during the golden empire, basically giving them a major shortcut (to anywhere). They...
Forum: Scenarios, Maps and Mods October 30th, 2009, 04:49 AM
Replies: 134
Views: 62,935
Posted By Burnsaber
Re: Warhammer Dwarfs, version 0.7

I've been playtesting a bit more and come to the conclusion that Prospectors have to go. The border summoning thing was really intented as a minor boost to give the commander a sort of niche. But,...
Showing results 476 to 500 of 500

 
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