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Messages - Daergar

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The Last Days / Re: Thanks for making TLD!
« on: April 25, 2014, 01:27:29 pm »

[helpful stuffs]

Most excellent, managed to miss the fixed files, thank you very much.

The Last Days / Re: Thanks for making TLD!
« on: April 24, 2014, 11:35:36 am »
Magnificent work, didn't truly expect this day to come! Hat's off, all the way.

I've been holding off downloading 3.3 until the initial slew of bugfixes were in. Looking at the trello page, a whole lot appear to have been squashed with none really remaining from what I can see. So, is the main download on moddb updated, am I missing a bugfix patch somewhere or are these yet to be released?

The Last Days / Re: Bladnir's TLD Rebalanced
« on: December 31, 2013, 01:40:27 pm »
Yup, I identified both those issues, just no way of knowing what else, if anything, was altered that'd come back and bite me in the ass later on.

Anyway, I'll give your balancing a whirl next year, but thank you for your work ahead of time mate.

The Last Days / Re: Bladnir's TLD Rebalanced
« on: December 31, 2013, 02:33:25 am »
A little paranoid about losing posts for no reason, but I'll just ask here instead of spending more time trying to get it to work; is this compatible with a fresh 3.23+coldfix installation unlike the last upload?

The Last Days / Re: Fix for "The Great Aldburg Spider Web"?
« on: December 24, 2011, 06:30:38 am »
Thank you!

The Last Days / Re: did anyone defeat Moria completely?
« on: December 19, 2011, 12:44:30 pm »
How can I explain that this is simply "wrong" ?  :-[

I doubt you need to explain anything further, as I am sure it is a known issue by now and certainly corrected in future patches.

The Last Days / Re: TLD 3.0 Suggestions
« on: December 11, 2011, 03:32:37 am »
The definition of understrength needs to scale too, either over time or by character level, because it is important to have tiny parties around in the early game to give the player something to fight.

Not necessarily, since the key to advancement in the beginning is to help a faction in their battles. If you aid them in a 5v5 or 50v50 battle makes little difference, neh? And they will be outnumbered when it is 50v100 just as well as when it was 5v10.

The Last Days / Re: Battle tactics [Community Guide]
« on: December 05, 2011, 03:32:48 pm »
I find that the only thing that really works against any enemy type is massed elven archers, although wargs, uruk hai, and horsemen factions will give you serious problems at times, depending on how heavily they outnumber you.

But I guess you still use some infantry as a buffer?

If we're talking about elves, a pure archer party works like a charm dipped in overpowered-sauce.

The only time you run into problems is when you run the battlesizer (I am using 200 personally) and you haven't invested heavily into the tactics skill. Your pointy-eared freaks simply run out of arrows when outnumbered 3-1 and may take casualties as they are forced to engage in melee.

The Last Days / Re: Fix for "The Great Aldburg Spider Web"?
« on: December 05, 2011, 02:24:30 pm »
Seconded. If this is a simple edit fix, I presume it's quick and easy for someone well versed in the magical editor to produce a map without the naughty vertexes?

Pretty please?

The Last Days / Re: Thanks for making TLD!
« on: November 29, 2011, 11:00:57 pm »
Kind of funny how I actually, after all these years, managed to miss the release due to lack of power and telephone lines (silly autumn storms).

Thank you, it looks fucking awesome.

Spot on so far; only watched the first part regarding the lack of strong (or any) characters. Describe Queen Amidala "...this is funny by the way, I get it..."

Star Wars Conquest / Re: SWC: Questions & Answers
« on: April 22, 2010, 12:52:28 pm »
At first: Excuse me for my bad english knowdlegde  ???
second: I have two questions  :)

1. Is it normal (I guess it´s a known bug) that the game crashes very often at spontaneus fights on planets? The first time I got that was when I tried to walk on...wow...no Idea which planet it was. But when I landet in the streets of the planet there was an spontaneus fight event because the town was under attack or something like that. I couldn´t figure out what was going on there because the game crashed. Plus it crashes every (!) time when I´m at the bar and a fight starts.

2. My Units (and maybe the enemys too...I haven´t watched after them) are really stupid : (
Everyone of my stormtroopers has a lasergun. Thats normal, yea. And they are shooting at the enemies. Thats normal too  :D
But nonetheless they are running straight forward to the enemy troops and in the end they´re so near to the enemies, that they even could jump them in the face Oo'
Is that normal? I hope not. Because....I love this mod so hard..xD

I hope you can help me and won´t kill me for my sucking english knowledge. Have a niiiiiice day *bow and vanish*

1. Happens now and then to me as well, rare that it happens twice in a row though. So save often.

2. If I am using missile troops, I tend to hit "Hold fire, hold here, advance 10 yards, spread out" in that order. Once everyone is more or less in position, hit "fire at will". That way you have a solid firing line, which you can easily move with the command map interface. In short, tell your "archers" to stand their ground. If you tell them nothing, the basic command for everyone is "charge", same as in vanilla and most every other mod.

Onin No Ran / Re: Onin no Ran port to v1.01
« on: December 13, 2009, 04:45:47 am »
Holy shit! Good to see you again fuji, and my heartfelt thanks for getting the port out to the masses, been a long and painful wait!

Mesoamerican Mod / Re: Progress report thread
« on: June 29, 2009, 12:27:51 pm »
For what it's worth, I am sure a lot of us would love a port to this version, but I can definately understand if you put it on hold until Warband.

Onin No Ran / Re: Bug Reports for v0.6.3
« on: May 31, 2008, 04:36:27 am »

- The usual movement snags at rivercrossings, does hamper the AI at times (such as the peddler example above, which was by the bridge next to the larger city near Aioi).

Yeah, I'm not sure how to resolve this without making the bridges unnaturally wide. That crossing in particular seems to hang more parties up though.

Yup, normally I see the AI, and the automatic player pathfinding obviously, get snagged but then re-try and make it past. The Hemiji (poor memory as always) crossing stops them permanently though.

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