Page 9 of 16
Re: CC Archery v15--PAGE 14
Posted: Mon Apr 28, 2008 5:01 pm
by Kaplowitz
so how does gfx stamping work when we get there?
Re: CC Archery v15--PAGE 14
Posted: Mon Apr 28, 2008 5:02 pm
by gimil
Kaplowitz wrote:so how does gfx stamping work when we get there?
Andy will probably do it

Re: CC Archery v14--Large+Small Army Tests--PAGE 13
Posted: Wed Apr 30, 2008 7:23 pm
by Kaplowitz
gimil wrote:On the large I think ill make the target a little bigger for 40 yards/
Its really the small that needs it, the numbers overlap.
Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 6:25 am
by gimil
Im going to update this later on today. Kap I took a look at gameplay and made some personal changes. Let me know what you are and are not happy with.
Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 9:26 am
by Kaplowitz
I look forward to it

Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 7:54 pm
by gimil

My view on the gameplay.
-With no easy way of elimenating a palyer I think a start of 1 would be sufficient. Since you build troops at a decent rate anyway there is no problem of a slow start.
-All coloured rings start with the same number of neutrals. The reason for this is because the further targets dont offer any more of a bonus for conquering them that the closer targets do.
-Reduced the deploy for all archers and changed it to auto deploy. This was becasue 17 was far to high. And making it autodeploy means the archers are always in control.
-Since targets give you more bonues the further away they are they have an increasing neutral value.
-Tweeked the lobby and color bonuses becasue I thought tehy where to high before.
-Added steve the buddy, he doesnt do much but will be fun to shoot

Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:18 pm
by Mr. Squirrel
-Added steve the buddy, he doesnt do much but will be fun to shoot

Run, Steve! Run! They're gonna get you!

Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:22 pm
by Kaplowitz
gimil wrote:My view on the gameplay.
-With no easy way of elimenating a palyer I think a start of 1 would be sufficient. Since you build troops at a decent rate anyway there is no problem of a slow start.
-All coloured rings start with the same number of neutrals. The reason for this is because the further targets dont offer any more of a bonus for conquering them that the closer targets do.
-Reduced the deploy for all archers and changed it to auto deploy. This was becasue 17 was far to high. And making it autodeploy means the archers are always in control.
-Since targets give you more bonues the further away they are they have an increasing neutral value.
-Tweeked the lobby and color bonuses becasue I thought tehy where to high before.
-Added steve the buddy, he doesnt do much but will be fun to shoot

These are all fine. The bonuses were all very high anyway, and i understand all of your points. IMO, its really the same thing, just it has all around smaller values, which is good.
The new objective is fine, because if you hold your archer and all the targets, you're bound to win anyway.
Honestly, i will never win a game on this map because i will waste all of my armies trying to shoot steve...but thats totally awesome
So i guess i have to do the xml now.....
Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:25 pm
by rocky mountain
is steve attackable?
Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:26 pm
by Kaplowitz
rocky mountain wrote:is steve attackable?
I think so....

Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:26 pm
by gimil
rocky mountain wrote:is steve attackable?
Steve will be attackable, but unconqurable.

Klap dont bother with the XML until oaktown stamps this sucka.
Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:28 pm
by rocky mountain
gimil wrote:rocky mountain wrote:is steve attackable?
Steve will be attackable, but unconqurable.

you mean a killer neutral? if not......

and if so.... why is he there?
Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:31 pm
by gimil
rocky mountain wrote:gimil wrote:rocky mountain wrote:is steve attackable?
Steve will be attackable, but unconqurable.

you mean a killer neutral? if not......

and if so.... why is he there?
NO not killer neutral. He'll be used for bombardment and as a card terr for those occasions that you dont have the troops to take anything else.
Re: CC Archery v15--PAGE 14
Posted: Mon May 12, 2008 8:36 pm
by rocky mountain
ok, that works

go stevey go!!!
Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 12:36 am
by oaktown
Add a line about the lobby attacking archers in the legend and you might be there... I'll have to give it a closer look.
And this map SCREAMS animated gif. Steve the bunny should be laughing at us to provoke an attack.
Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 3:21 am
by gimil
oaktown wrote:Add a line about the lobby attacking archers in the legend and you might be there... I'll have to give it a closer look.
And this map SCREAMS animated gif. Steve the bunny should be laughing at us to provoke an attack.
We will see what steve can do it the next update

Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 11:27 am
by Kaplowitz
Im not sure if i can put Steve's armies off the map, so maybe you could put:
"Steve starts with: " and i will put the armies there, since it will always be 1 neutral, so it would look like part of the map.
Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 11:29 am
by gimil
Kaplowitz wrote:Im not sure if i can put Steve's armies off the map, so maybe you could put:
"Steve starts with: " and i will put the armies there, since it will always be 1 neutral, so it would look like part of the map.
you can put coordinates off the map yeti told me so. Just make either the width or hight more than the size of the map

Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 12:03 pm
by bryguy
oaktown wrote:Add a line about the lobby attacking archers in the legend and you might be there... I'll have to give it a closer look.
And this map SCREAMS animated gif. Steve the bunny should be laughing at us to provoke an attack.
yea! we need an animation! also, maybe have steve hop around, laughing? that would be funny

Go stevey go!
and looks great guys!
Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 7:33 pm
by Kaplowitz
bryguy wrote:oaktown wrote:Add a line about the lobby attacking archers in the legend and you might be there... I'll have to give it a closer look.
And this map SCREAMS animated gif. Steve the bunny should be laughing at us to provoke an attack.
yea! we need an animation! also, maybe have steve hop around, laughing? that would be funny

Go stevey go!
and looks great guys!
That might be a little bit distracting... it depends on how it is done.
Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 7:36 pm
by gimil
Kaplowitz wrote:bryguy wrote:oaktown wrote:Add a line about the lobby attacking archers in the legend and you might be there... I'll have to give it a closer look.
And this map SCREAMS animated gif. Steve the bunny should be laughing at us to provoke an attack.
yea! we need an animation! also, maybe have steve hop around, laughing? that would be funny

Go stevey go!
and looks great guys!
That might be a little bit distracting... it depends on how it is done.
I want an animation but not sure ill be able to make a non intrusive one.
Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 7:44 pm
by Kaplowitz
gimil wrote:Kaplowitz wrote:bryguy wrote:oaktown wrote:Add a line about the lobby attacking archers in the legend and you might be there... I'll have to give it a closer look.
And this map SCREAMS animated gif. Steve the bunny should be laughing at us to provoke an attack.
yea! we need an animation! also, maybe have steve hop around, laughing? that would be funny

Go stevey go!
and looks great guys!
That might be a little bit distracting... it depends on how it is done.
I want an animation but not sure ill be able to make a non intrusive one.
I think that anything is fine as long as it is not constant. I think that if Steve was hopping around the map all of the time it would be kind of annoying.
I think as long as it stays in the same general area its fine. Maybe even have him staying still most of the time. He could occasionally blink, jump a couple of times, open his mouth, even eat a carrot or something.
Re: CC Archery v15--PAGE 14
Posted: Tue May 13, 2008 11:56 pm
by oaktown
something as subtle as a blink every seven or eight seconds would be brilliant
Re: CC Archery v15--PAGE 14
Posted: Wed May 14, 2008 2:01 am
by gimil
oaktown wrote:something as subtle as a blink every seven or eight seconds would be brilliant
Ill do it

Re: CC Archery v15--PAGE 14
Posted: Wed May 14, 2008 6:34 am
by gimil
Blinking steve and added a line stating that the lobby can attack archers.
