Search found 63 matches
- Mon Dec 22, 2008 5:46 pm
- Forum: Bug reports and ideas for enhancements
- Topic: New Version tests
- Replies: 6
- Views: 19662
Re: New Version tests
As a side note regarding SQL and MoM-IME: After significant testing on my own workstations and server, all of which are running some form of SQL service (primarily MS SQL and MySQL), there have been no effects whatsoever from running the installers from any past versions of this that I still have (w...
- Thu Dec 18, 2008 1:05 am
- Forum: Bug reports and ideas for enhancements
- Topic: New Version tests
- Replies: 6
- Views: 19662
Re: New Version tests
Xeander, while I'm not going to dispute who you claim to be and I understand your frustration that this rewrite is not yet complete, that has absolutely no bearing on what the lead developer of this rewrite has said in answer to your first post. It might be worth noting that this program is currentl...
- Mon Dec 08, 2008 4:41 am
- Forum: General - Original MoM
- Topic: MOM Sound
- Replies: 12
- Views: 34961
Re: MOM Sound
If you look in the config file for DOSBox, there's a section for the soundblaster settings. In my experience it honestly doesn't matter what you use in the config file, DOSBox will translate it to work with Windows, but the settings you see in that section (address, DMA, etc.) are the info to use in...
- Wed Nov 26, 2008 4:03 am
- Forum: Bug reports and ideas for enhancements
- Topic: custom random events?
- Replies: 7
- Views: 22042
Re: custom random events?
I doubt any enhancement requests are going to make it into the build as of now. Implode's first priority is to create a reproduction of the game so that it's playable. all the other things like a dynamic event generator might come later on, but certainly not now. Oh I don't imagine that this would ...
- Tue Nov 25, 2008 6:16 am
- Forum: Bug reports and ideas for enhancements
- Topic: custom random events?
- Replies: 7
- Views: 22042
custom random events?
I don't know how feasable this would be, but I'd love to see options in the editors to create and select new random events. The example that jumped to my mind just now was "Hey, if there's lots of forest around and no cities, wouldn't it make sense for the wild game to have a chance of spreadin...
- Sun Nov 16, 2008 2:48 pm
- Forum: General - MoM IME
- Topic: guardian spirit vs. magic spirit
- Replies: 11
- Views: 35934
Re: guardian spirit vs. magic spirit
That's possible, I just don't recall it ever happening to me. That makes me of the oppinion that either it's a certain thing (at least if it's just a magic spirit holding the node currently) or it has a rather high chance of success when that's the case. But my other past experiences tell me that it...
- Sat Nov 15, 2008 4:58 am
- Forum: General - MoM IME
- Topic: guardian spirit vs. magic spirit
- Replies: 11
- Views: 35934
Re: guardian spirit vs. magic spirit
maybe this could be another customizable option? because, although I can understand the desire for something like Implode's current system, I personally would prefer the system that I'm observing in MoM currently: if attacking spirit is greater or equal in power to the melded spirit, attacker wins i...
- Wed Nov 12, 2008 10:06 pm
- Forum: General - MoM IME
- Topic: Those blasted paladins
- Replies: 16
- Views: 52100
Re: Those blasted paladins
Actually, so long as there aren't a lot of paladins (less than 5 groups), running in with a full stack of warlocks works marvelously. Just Doom Bolt them to death. Even if there are a lot, it can still be worth it to attack them, doom bolt a few to death, then flee. Worst case is you lose the stack ...
- Tue Nov 11, 2008 7:40 am
- Forum: General - MoM IME
- Topic: Just wondering about the computer AI
- Replies: 7
- Views: 27882
Re: Just wondering about the computer AI
As of the time of this post, no definate decisions have been announced by Implode regarding how he will handle AI. There's been a great deal of discussion about how (meaning implementation) and what (meaning the intent the AI should have) the AI should be in various threads, but if any decisions hav...
- Fri Nov 07, 2008 5:05 am
- Forum: Game reports
- Topic: purist game
- Replies: 8
- Views: 22915
Re: purist game
There was that qualifier of "practically nothing".Iluvalar wrote:Until a single Paladin crush them all for breakfast. :DVirm wrote:Warlocks are best used in groups of 3+, because then practically nothing can withstand the potential barrage of doom bolts.
- Wed Nov 05, 2008 8:14 am
- Forum: Game reports
- Topic: purist game
- Replies: 8
- Views: 22915
Re: purist game
Y'know, after reading everything in the forums again, I get the impression that by almost everyone's standards, I've been playing this wrong for years. My favorite races are Dark Elves and Klackons. And I haven't used life magic for a long time, I use mostly nature and normally don't even touch life...
- Mon Nov 03, 2008 3:28 am
- Forum: Bug reports and ideas for enhancements
- Topic: Building units in a full city
- Replies: 19
- Views: 44828
Re: Building units in a full city
and greying out should occur one less than the limit to accomadate summons. Can't have that. Suppose that I want to fill that last slot with another longbowman or stag beetle? No, the answer to that would have to be to make a check when initiating the summon spell to see if there's room at/around t...
- Mon Oct 27, 2008 2:44 pm
- Forum: General - MoM IME
- Topic: races of the wizards
- Replies: 5
- Views: 20575
Re: races of the wizards
I'm sure Implode will get to it the next time he has a chance. As it is, I'm fine with just ignoring it until he's got time to look at the message board amongst everything else he's doing with MoM-IME and real life. I'm actually kindof impressed that so few bots get through. Congrats to the anti-bot...
- Fri Oct 24, 2008 10:20 pm
- Forum: General - MoM IME
- Topic: New buildings
- Replies: 7
- Views: 28720
Re: New buildings
It might be possible to change it from a test against the building's build requirements to testing the race's requirements for the building. If each race also had a structure containing a list of 'construction' objects, then each 'construction' object could specify the building it pertains to (uniqu...
- Tue Oct 21, 2008 7:05 pm
- Forum: Bug reports and ideas for enhancements
- Topic: spell queue - no way to remove spells?
- Replies: 9
- Views: 23900
Re: spell queue - no way to remove spells?
possible solution to the "which player is who?" issue with save games: When saving the game, generate a unique hash for each player and one additional hash for the specific save game (player-specific hashes don't need to be unique between different save games, just within the specific game...