How come? I thought the AI doesn't cheat like that... If it's 5%, it should be 5% for the AI as well.parcaleste wrote:Meaning it will, like, never trigger for the player, but the AI will struck with it every 2 of 5 hits. No thanks.
WOG 3.59 Oficial Topic
- GreatEmerald
- CH Staff
- Posts: 3330
- Joined: 24 Jul 2009
- Location: Netherlands
Theoretically... pracitcally you can always see that the AI has more luck but I doubt it has something to do with cheating. Call it one of Murphy LawsGreatEmerald wrote:How come? I thought the AI doesn't cheat like that... If it's 5%, it should be 5% for the AI as well.parcaleste wrote:Meaning it will, like, never trigger for the player, but the AI will struck with it every 2 of 5 hits. No thanks.
Beholder
2 parcaleste
Water Wheel - makes it possible to hire some additional number of bastion units for your choice.
Idol - +1 any primary skill for your choice.
Healers guild - aid tent
Gold warehouse - +500\day
Simoom - reduce speed of castle attackers.
it is dwelling of 5-level unit - Amt\Ammutbut what is in the "Cave of Fear"?
Of course not. Water for ElephantsI mean, hope your explanation is not the obvious "water for the camels"
Water Wheel - makes it possible to hire some additional number of bastion units for your choice.
Idol - +1 any primary skill for your choice.
Healers guild - aid tent
Gold warehouse - +500\day
Simoom - reduce speed of castle attackers.
May be.About @Cambrey's question, I think he meant about any specific race heroes.
It is just casual effects from other unit's templates, we still didn't edit any abilities when did this clip. All really abilities of units I will post latter.Other thing - isn't it a bit too overpowered for the lvl 1 & 2 units to can paralyze the enemy troops?
Right hereGreat, where do I post requests smile?
We have something like that, but still must work on that to make more useful and regular.How about I set a trac on assebla where everyone could add their bugs/wishlists for ERM and WOG in general?
- parcaleste
- Pit Lord
- Posts: 1207
- Joined: 06 Nov 2007
- Location: Sofia - Vulgaria
Hahaha, funny (in a good way).Can you post and how the other fellows will look like?Corwin* wrote:
Don't you think these castle bonuses are a bit too much? I mean, will you "tweak" and the other castles a bit in addition?Corwin* wrote:Water Wheel - makes it possible to hire some additional number of bastion units for your choice.
Idol - +1 any primary skill for your choice.
Healers guild - aid tent
Gold warehouse - +500\day
Simoom - reduce speed of castle attackers.
- Qurqirish Dragon
- Genie
- Posts: 1011
- Joined: 06 Jan 2006
- Location: Flying the skies of Ohlam
It isn't too bad:parcaleste wrote:Don't you think these castle bonuses are a bit too much? I mean, will you "tweak" and the other castles a bit in addition?Corwin* wrote:Water Wheel - makes it possible to hire some additional number of bastion units for your choice.
Idol - +1 any primary skill for your choice.
Healers guild - aid tent
Gold warehouse - +500\day
Simoom - reduce speed of castle attackers.
water wheel: All towns have horde buildings, some more than 1
Idol: many towns have a stat boost site. This one is a little stronger, since you can choose.
Healer's guild: an improvement to the blacksmith
gold warehouse: this is nothing compared to the dwarven treasury
Simoom: many towns have an in-battle bonus for the defender (luck bonus/penalty, extra morale, etc.)
I think that these can be balanced nicely. for example, if the water wheel only allows a small number of creatures (say 1/2 week's base growth), then it is weaker than, the dungeon portal of summoning.
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