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Messages - Toll

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31
AVWW Multiplayer Discussion / Re: Linux-based Server
« on: May 09, 2012, 03:14:32 PM »
I ran it with "-batchmode" and I saw the process appear, but no window. It's Unity's "headless" mode. I just killed it after, but didn't test. Dang.

Doesn't work.
Judging by an earlier response from Chris, it uses the framerate to advance the world. No framerate = no world advancement.

33
Mana-Cost-Reduction effects from enchants (and guardian power buffs) now affect mana regen instead (so if you had a -20% mana cost enchant, it's now +20% mana regen)

My poor, poor 40-mana character :(

34
A Valley Without Wind 1 & 2 / Re: Functionality
« on: May 09, 2012, 02:40:50 PM »
Technically, RtL kicks in if you try to jump while in the air and you're out of jumps.

35
A Valley Without Wind 1 & 2 / Re: Functionality
« on: May 09, 2012, 01:40:43 PM »
A few things actually have their own assignable hotkeys already, like platforms and boxes. The problem is the plethora of other functions already assigned to keys :P For instance, you mentioned Q: that one clears the target if you use tab-targetting. E enters building or otherwise activate stuff. I think R shifts the action rows, and I'm fairly sure F does something too.

36
Tried to upload here, but it was 25MB. So it's here instead: www.septagram.eu/Ground.rar

37
A Valley Without Wind 1 & 2 / Re: Stuck on 2nd continent?
« on: May 07, 2012, 12:21:44 PM »
Unfortunately, the "go back to another continent" option isn't always there any more, since you have to have a non-stormy port to enter a ship.

38
A Valley Without Wind 1 & 2 / Re: Stuck on 2nd continent?
« on: May 07, 2012, 12:07:39 PM »
You'll also want to look for a lumbermancer (required for the residential and storage tower), which means spelunking or exploring big buildings.

I do agree though that right now, the second continent is a bit... overwhelming, to say the least. Unless you get lucky with missions, it could be very hard to get started.

39
A Valley Without Wind 1 & 2 / Re: Reaching Ocean Shallows
« on: May 05, 2012, 08:40:14 AM »
Since wind shelters require non-stormy _LAND_ nearby, you can't just plop a windshelter on them either. I've always had several that are within range from nearby wind shelters though, so I've never had a problem with it.

And for coral, you can also go to an ocean chunk and start spelunking there. You should find coral there too.

40
A Valley Without Wind 1 & 2 / Re: 1.009 Bugs!
« on: May 05, 2012, 06:23:20 AM »
I think it's always been in the game, since A) shields drain mana, and B) shields only absorb so much damage.

41
A Valley Without Wind 1 & 2 / Long-term idea
« on: May 04, 2012, 09:33:29 AM »
The idea is simple at its core, but given that it's a big change, I don't think it'll happen until at least AVWW 3.0. But heck, who knows, you might be inspired!

The core of the idea: Remove mana! Simple, yes? Of course, other changes will have to happen in order to facilitate it, so the post won't end here.

So, why should this happen? For one, it will make balancing spells far far easier without the limited-yet-unlimited resource that mana is today (which is compounded even further with the preserving mind enchantment). In addition, it will allow for further specialisations for characters (right now, I completely ignore mana upgrades; heck, I play with a character with 40 max mana right now).

Of course, there are things that do rely on max mana or mana regeneration at the moment, most notably storm dash, shields and some high-powered spells. I'll go through these point-by-point.
  • Storm Dash: Frankly, I don't see a need to fix this. Let people storm dash without any kind of limit if they want to; they already can with enough tiers in Storm Dash anyway. Suggested changes to tiers: Increased speed and/or decreased damage increase.
  • Shields: Yeah, this is the only one I haven't managed to come to a conclusion on. Suggestions include: Change elemental weaknesses/resistances (fire shield would give 50% resistance to fire and 50% extra damage from water etc), or limit them in duration (a shield can only be up for ten seconds before needing to be turned off).
  • High-powered spells: This one is actually really easy to fix: Change the requirement to magic power instead. Need to cast meteor? You'd better have a magic power of at least 130%.
With the removal of mana, there's the problem of suddenly only having two stats to increase. It's easy enough to add a third though; just re-introduce casting speed in the form of magic control. This would work exactly like the current cooldown enchantments. It would also add in another condition for limiting spells (and even combination-limiters; for instance, the meteor shower spell could require both a high magic control and a high magic power).

Now, I'm sure I've missed some other things that need fixing, but that's what the forums are for!

42
A Valley Without Wind 1 & 2 / Re: Will AVWW get expansions?
« on: May 04, 2012, 09:05:29 AM »
It's been said that AVWW will get expansions if enough people get it, and I think someone (Chris?) said that so far AVWW had earned 1/9th of what AI War and all its expansions have earned, so... yeah, I think the odds are in our favour!

43
A Valley Without Wind 1 & 2 / Re: Correction: We Need a Pony Spell
« on: May 03, 2012, 02:05:01 PM »
As long as this keeps away from the crap that perma-killed MLP general discussion threads on the DF forums, I won't mind much. I'd rather have a rideable elemental than a pony though, ponies can't float!
Pegasi.

That is all.

44
I assume he meant the character you're playing, since he mentioned being able to do so by using two transfer scrolls (i.e. transferring to a random settler, renaming his character, then transferring back).

45
This could easily go very very badly. For instance, I regularly clear out entire regions while hunting for some things; most notably blue shards in the ice age. Shrinking these down would put a serious hurt on the number of blue shards you can get.

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