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January 12th, 2004, 03:23 PM
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Captain
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Join Date: Aug 2003
Posts: 883
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Re: patch 2.06 out
Quote:
Originally posted by Pocus:
does the AI logic has been improved in some ways? (thinking mostly of more castles and less light units)
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No, but the resource boost on high difficulty should result in a greater proportion heavily armored and hometown units when those difficulties are used.
[ January 12, 2004, 13:53: Message edited by: johan osterman ]
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January 12th, 2004, 03:50 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: patch 2.06 out
ok, I hope that I will get an excruciatingly (sp?) painful and slow death from the hands of impossible AI in the game I just launched 
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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January 12th, 2004, 03:52 PM
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Major
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Join Date: Sep 2003
Location: Oregon
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Re: patch 2.06 out
Damn. Now I'll get nothing done all week. ;-(
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January 12th, 2004, 04:29 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: patch 2.06 out
Are the demos in the Shrapnel's site 2.02 or 2.06? Will they be updated? If yes, when are Version 2.06 demos coming out?
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January 12th, 2004, 04:46 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: patch 2.06 out
Questions now that I have looked at the patch:
#1 Ulm [Black Forest] produces death gems and has an undead troop. Yet has no death mage. Only one mage with blood-1 (undead leadership-5). I get the feeling there is supposed to be a death mage, otherwise how are we supposed to use the death gems or lead the ghoul troops? Am I missing something?
#2 In the MOD tools - Is there a way to allow units to create/summon allies? Or produce gems?
#3 In the MOD tools - Is there a way to add/remove the "allies in combat" ability? Lets say for example (heh...) I wanted to take the free imps away from the Moloch.
#4 In the MOD tools - I see how I can edit a nation. What if I wanted to leave the nation, but add a theme? Can we make or even edit themes?
#5 In the MOD tools - If I wanted to do work on pretender units, how would I designate the costs of magic paths (such as: Fire:3 Air:2 costs 30 to start a new path).
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January 12th, 2004, 04:49 PM
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Second Lieutenant
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Join Date: Oct 2003
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Re: patch 2.06 out
Oh yeah..
#6 In the MOD tools - I see a command to clear national heros, but how do I add in/designate new ones?
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January 12th, 2004, 05:00 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
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Re: patch 2.06 out
1. They start with a blood/death spell to summon a vampire count. Otherwise use the blood mages, you can go quite far with 5 ghoul guardians.
2. If it's not in the modding manual then those abilities have been forgotten. Next patch!
3. Use the #clear command and then add the abilities you want him to retain.
4. No
5. That's for the next patch.
6. Not possible yet
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