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 PostPosted: 16 Sep, 2008 
 

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I think we need a steadier flow of the minion things, more weaker ones for sure. The field can feel a little empty and a few more minotaur would just make you more important. There are more reasons I`m just tired and have other things to do. Make them worth less for experience but a steadier flow.

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 PostPosted: 16 Sep, 2008 
 
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smith wrote:
I think we need a steadier flow of the minion things, more weaker ones for sure. The field can feel a little empty and a few more minotaur would just make you more important. There are more reasons I`m just tired and have other things to do. Make them worth less for experience but a steadier flow.


I agree with this entirely. I think the Engine is really being underused, with some experimentation i was able to double the number of spawns with very little appreciable impact on the system, DG should really take advantage of it's ability to have giant wads of units everywhere.

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 PostPosted: 16 Sep, 2008 
 

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i'm quite certain that this will be changeable via game settings later on.

[EDIT:] if not, i can always make a 2x creeps mod.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
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Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 16 Sep, 2008 
 
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also, it may be like this for balance reasons(of course its still beta 1) cause loads of creeps means Demigods like the Torchy can level up really quick

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 PostPosted: 16 Sep, 2008 
 
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so can RooK, hammer smash ftw...


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 PostPosted: 16 Sep, 2008 
 
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proper adjustements and balance implementation can make more creeps a good addition.

currently this is my biggest gripe with the beta.

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 PostPosted: 16 Sep, 2008 
 
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PheonixIV wrote:
smith wrote:
I think we need a steadier flow of the minion things, more weaker ones for sure. The field can feel a little empty and a few more minotaur would just make you more important. There are more reasons I`m just tired and have other things to do. Make them worth less for experience but a steadier flow.


I agree with this entirely. I think the Engine is really being underused, with some experimentation i was able to double the number of spawns with very little appreciable impact on the system, DG should really take advantage of it's ability to have giant wads of units everywhere.

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 PostPosted: 17 Sep, 2008 
 
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even though i said about balance stuff, i do have to agree that more creeps is needed, though during my tests it sure was fun and rather awesome to see my Torchbearer blast away 40+Creeps and gain about 4 levels ^^

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 PostPosted: 17 Sep, 2008 
 
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oh the awesomeness of a walking WMD......


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 PostPosted: 17 Sep, 2008 
 

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hawk, you should release a mod that changes this in the beta

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 PostPosted: 18 Sep, 2008 
 
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can be easily done, and now that sorian has made mod support :P

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 PostPosted: 18 Sep, 2008 
 
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We are gonna have to lock you all in a room with computers and modding software....


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 PostPosted: 18 Sep, 2008 
 

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Kyrein wrote:
We are gonna have to lock you all in a room with computers and modding software....

sounds like fun. where do i sign?

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 18 Sep, 2008 
 
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on the dotted line

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 PostPosted: 18 Sep, 2008 
 
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But I already do that......

Mike

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 PostPosted: 18 Sep, 2008 
 
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no need.

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 PostPosted: 23 Sep, 2008 
 
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Might be a good idea to scale the exp with the thickness of the creep mass.

Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick.

Double the creeps? Half exp per each kill.

And a random amount of creeps for ranked would keep things intresting :D


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 PostPosted: 13 Oct, 2008 
 
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Teseer wrote:
Might be a good idea to scale the exp with the thickness of the creep mass.

Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick.

Double the creeps? Half exp per each kill.

And a random amount of creeps for ranked would keep things intresting :D

So then nukers get normal exp, while snipers get half exp? :?

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 PostPosted: 13 Oct, 2008 
 
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isik wrote:
Teseer wrote:
Might be a good idea to scale the exp with the thickness of the creep mass.

Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick.

Double the creeps? Half exp per each kill.

And a random amount of creeps for ranked would keep things intresting :D

So then nukers get normal exp, while snipers get half exp? :?


Serves em right.

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 PostPosted: 13 Oct, 2008 
 

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simple; apply half-exp. to splash/AoE only.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 13 Oct, 2008 
 

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BulletMagnet wrote:
simple; apply half-exp. to splash/AoE only.

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PheonixIV wrote:
There's no such thing as enough suffering.

More suffering is always an option. Always.


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 PostPosted: 16 Oct, 2008 
 
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isik wrote:
Teseer wrote:
Might be a good idea to scale the exp with the thickness of the creep mass.

Keep all the exp running around the same. A well placed hammer from rook and the like could definantly yeild multiple levels at the start of the game, removing the first 3 or 5 levels real quick.

Double the creeps? Half exp per each kill.

And a random amount of creeps for ranked would keep things intresting :D

So then nukers get normal exp, while snipers get half exp? :?

Last I checked their was AOE EXP gain.
Didn't realize they changed it.


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 PostPosted: 14 Dec, 2008 
 
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Minions seemed fine to me. I should check out Beta 2 to see what's changed.

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