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Messages - zagibu

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4051
Suggestions Corner / Re: Upkeeping
« on: January 06, 2011, 11:29:07 am »
Not a bad idea at all. It still wouldn't change the situation for the loomed transitional armor + flamberge guys, but hey, they are the main target of upkeep, right?

4052
General Discussion / Re: Which polearm?
« on: January 06, 2011, 01:36:29 am »
You should have gone for the pike. Shorter spears need good timing, or you will get lanced instead (heavy lance has reach 190).

As for the hafted blades: it's not only 2 speed versus 2 dmg, regular is also 21cm shorter. I would take long. Actually I would take neither and go for long hafted knobbed mace, which is blunt damage (31 blunt hurts more than 38 cut against armor 34+), longer than regular hafted blade and faster than long hafted blade. Plus it got knockdown.

4053
General Discussion / Re: The "We compare-upkeep-costs" thread.
« on: January 06, 2011, 01:11:09 am »
I'm currently wearing all-mail armor with a heater shield and a scottish sword (total cost ~10k). I think I had to pay 2k upkeep and made more than 10k, so I think I can afford a much better weapon. Many of my kills were with looted weapons :).

4054
Suggestions Corner / Re: Upkeeping
« on: January 06, 2011, 12:54:02 am »
70 of 289 is around 25% (4x7 = 28). I don't know what's wrong with your kettle hat, though.

4055
Scene Editing / Re: Scene Editing: How To
« on: January 05, 2011, 12:48:53 pm »
Sorry, but there are topics that 5 year olds simply can't understand, no matter how well it is explained to them. I'm not saying that scene editing is one of them, though. Maybe I'm giving it a try later...

4056
Scene Editing / Re: Scene Editing: How To
« on: January 04, 2011, 09:20:40 pm »
Maybe someone should make an "editor scene" with all props placed and grouped thematically. I find it a bit tedious sometimes to scroll through the endless proplist looking for a crate or something to put in a corner. Also, the props are named a bit confusingly, so that you might miss some castle props etc., if you don't check them all (e.g. I almost missed the big snowy gatehouse, because it's not named in the same pattern as the other snomy castle parts).

4057
Scene Editing / Re: Siege Map: Khirin Castle
« on: January 04, 2011, 04:21:48 pm »
Thanks for the feedback guys. I know it seems a bit empty, maybe I have to restart the terrain, as I'm not really happy with it. It's kind of hard to paint snow terrain, because you can't really see any height difference in all this whiteness. I know that I should prettify it by adding more visual fluff.

About the ladder spam...I don't really know what to do against it. It seems that currently, small enclosed spaces can just be expoited. I purposely tried to build only a small castle, though, because I'm going to use it on a smaller LAN-party sometime. Defenders all spawn in the inner castle. Perhaps they don't have enough time to defend against a horse rush to the first ladder. This could be changed by moving the ladder somewhere else.

Maybe it's too much to be asked, but it would be cool if one of the cRPG servers could host experimental maps from time to time, because game balance is not really something you can get right when you can't play it with 50+ players.

4058
Scene Editing / Siege Map: Khirin Castle
« on: January 03, 2011, 11:35:40 pm »
I've made a siege map. It's my first map, so I don't know if it's up to cRPG standards:

http://node23.net/khirin_castle_v1.zip

http://node23.net/khirin_castle_v2.zip

http://node23.net/khirin_castle_v3.zip

http://node23.net/khirin_castle_v4_doors.zip

http://node23.net/khirin_castle_v4_nodoors.zip

http://node23.net/khirin_castle_v5.zip ( http://www.mbrepository.com/file.php?id=2616 )

Screenshots:
(click to show/hide)

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