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Poll

Which feature are you looking forward to most for future versions?

Hand Crafted Maps!
- 1 (14.3%)
No more Hasting Bezerkers!
- 1 (14.3%)
All these new units!
- 2 (28.6%)
More Game-Modes!
- 2 (28.6%)
I love everything equally!
- 1 (14.3%)
I hate it all... V.2.0 was the best.
- 0 (0%)

Total Members Voted: 7


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Author Topic: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]  (Read 19315 times)

Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #105 on: October 26, 2012, 09:06:36 pm »


The current changelog for Version 3. Feel free to make suggestions and comment on mis-steps I may have taken.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #106 on: October 26, 2012, 09:19:10 pm »

Dragon? My army changes again next turn.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #107 on: October 26, 2012, 09:19:37 pm »

OH THANK GOD THE ASSASSINS AREN`T USELESS NOW!!!! Edit: So are we finishing with these rules first or switching over? Either is good though I'm going to have to be AWESOME to kill all those bezerkers.
« Last Edit: October 26, 2012, 09:23:49 pm by zacen299 »
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #108 on: October 26, 2012, 09:25:45 pm »

Probably finishing, like last time.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #109 on: October 26, 2012, 09:31:07 pm »

We finish so that I can collect more data. The Dragon will probably be nerfed or buffed depending on the proceedings. If you want I can show you it for now. By the way there is no wanderer. Originally he was going to be a warden-esqu unit mix of Warrior and Mage but I realized how useless he was.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #110 on: October 26, 2012, 09:33:55 pm »

I'd like to see both.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #111 on: October 26, 2012, 09:43:22 pm »

Dragon: Arcane [ D ]: These powerful mythic beasts are the stuff of legends. They are nearly impervious and capable of taking large amounts of damage. However they are reliant on abilities for damage.
Movement: 2
Range: 0
HP: 40
Attack: 0
Abilities:
[1]Fire Blast [burst: 5]: Does 5 damage to every unit in a burst. Friendly fire possible.
[2]Iron Hide: This unit is unaffected by melee attacks but takes double damage from ranged attacks.
[3] Gargantuan Unit: This unit counts for 4 units instead of one.


As I said Wanderer has been removed due to him having low playability.

Warrior with 7 health that can cast fatigue. That's about it.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #112 on: October 26, 2012, 09:45:45 pm »

Holy crap! That's amazing!
It should be able to bite, though.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #113 on: October 26, 2012, 09:55:51 pm »

For gameplay reasons or because you think'd be cool? I'm trying to avoid the "Rule of Cool" which as I understand it means: Just because it sounds really awesome doesn't mean it is.
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #114 on: October 26, 2012, 10:12:33 pm »

and yeah I'm fine with finishing although I'm probably screwed with the assasins considering one of them is already at one health (I think) and would die if he backstabbed. Edit: But still if I die I'm going to do as much crazy things as I can I will go down in a very awesome way. I kinda picked stupid units but I will have fun I will kill SOMEBODY before I die.
« Last Edit: October 26, 2012, 11:39:49 pm by zacen299 »
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #115 on: October 27, 2012, 01:14:28 am »

The Dragon is really really OP. There is absolutely no way to kill it if you don't buy 2 Mages, 3 Archers or a Dragon of your own.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #116 on: October 27, 2012, 06:53:33 am »

For gameplay reasons or because you think'd be cool? I'm trying to avoid the "Rule of Cool" which as I understand it means: Just because it sounds really awesome doesn't mean it is.
Gameplay. And realism. Gameplay: If you're willing to accept a lower range and perhaps damage, you can be more precise. Realism: Should be obvious.

The Dragon is really really OP. There is absolutely no way to kill it if you don't buy 2 Mages, 3 Archers or a Dragon of your own.
It counts as almost half your army.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #117 on: October 27, 2012, 06:58:03 am »

It actually does count as half your army. Maybe I should add a cool-down to fire-blast though. It does kill most units in one shot and puts most other units to near death. Hm... I'll have to play with the numbers a bit. I'll get back to you guys on that.

Self-congragulations: Oh my word this new map system is simply amazing! It's so much less cluttered and so much easier to understand! I'm simply.... Astounded by how nice it looks by comparison.

Note: If you don't do anything spectacular [say an attack or something] I'll likely just not write flavor for it since there's not much I can say about shuffling.
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zomara0292

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #118 on: October 27, 2012, 07:31:47 am »

I am personally at a loss of what to do, because, every move I see leaves me to lose massive amounts of units next turn. That does include not doing anything.


In other news, how about a trapper unit? like. . . . one that sets traps on Terran.
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 1]
« Reply #119 on: October 27, 2012, 07:38:37 am »

And a Rogue unit that detects and can disarm traps?
Wait, both of those would create situations in which everyone knows about traps...
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