Search found 6050 matches
- Sat Jun 20, 2020 9:21 am
- Forum: Balancing
- Topic: Norseman balance discussion
- Replies: 4
- Views: 845
Re: Norseman balance discussion
yes, exactly. oh, I get it now. The stampede... Well, on the other hand, they are mammoths and they can get feisty, so... on the other hand, the battle mammoths might be more aggressive than the (docile) work mammoths, plus the big rack they carry on their tusks prevents nimble movement, so the stam...
- Wed Jun 17, 2020 14:27 pm
- Forum: Balancing
- Topic: Seas balance discussion
- Replies: 7
- Views: 1293
Re: Seas balance discussion
Burning state's self-damage can be reduced i think. How much HP per second does he currently lose while burning and how much HP per second can a Medic heal? Does Medic healing stack, do two Medics healing the same target heal it twice as fast as one Medic? Maybe the Executioner losing the same amou...
- Wed Jun 17, 2020 14:19 pm
- Forum: Balancing
- Topic: Dragon clan nerfs
- Replies: 63
- Views: 9010
Re: Dragon clan nerfs
I'd love to join the discussions but tbh i haven't (properly) played PW in ages and would be of little use. In the base game (before Mirage, CEP, etc.) the issue with DC was that they are indeed too strong in the lategame. Just like NM were strong in earlygame and DR were strong in midgame. The stra...
- Wed Jun 17, 2020 14:04 pm
- Forum: English
- Topic: Object properties
- Replies: 6
- Views: 1502
Re: Object properties
'Hitable' means you can attack it
- Wed Jun 17, 2020 14:03 pm
- Forum: Forum-News
- Topic: Forum Registrations
- Replies: 3
- Views: 2806
Re: Forum Registrations
where can we see the posts that await approval?
- Wed Jun 17, 2020 13:56 pm
- Forum: English
- Topic: Replacing unit icon
- Replies: 2
- Views: 657
Re: Replacing unit icon
You can change the entire description of the unit in TechTree. E.g. if you want the NM spearman to have the DC archer icon (for some reason), you can put 'ninigi_archer' into the hu_spearman's description line. To change the icon only, you'd have to change the description of the unit in (e.g.) H_Hu_...
- Wed Jun 17, 2020 13:47 pm
- Forum: Balancing
- Topic: Norseman balance discussion
- Replies: 4
- Views: 845
Re: Norseman balance discussion
the trumped OK, the battle blades, i'd rather not. that would be a little unrealistic imo
but the mammoth trumpet, why not. it would make a rarely used unit more useful
but the mammoth trumpet, why not. it would make a rarely used unit more useful
- Wed Jun 17, 2020 13:39 pm
- Forum: MIRAGE
- Topic: MIRAGE Discussion
- Replies: 494
- Views: 216006
Re: MIRAGE Discussion
this year. i'm sure. 

- Thu May 21, 2020 8:21 am
- Forum: Balancing
- Topic: New options that mirage needs
- Replies: 63
- Views: 9304
Re: New options that mirage needs
that would make it very difficult to tip the balance of power once one team gains superiority
- Thu May 21, 2020 8:20 am
- Forum: English
- Topic: AI is cheating
- Replies: 3
- Views: 845
Re: AI is cheating
yeah the AIs cheat, otherwise they wouldn't be much of a challenge. they also get free skulls and such. level 9 AI is the biggest cheater
- Thu May 21, 2020 8:19 am
- Forum: Cheats
- Topic: Cheats for resources
- Replies: 4
- Views: 1783
Re: Cheats for resources
no mate it's okay, if you want you can edit the title :) welcome to the forum! I don't know about unlimited population via Cheats, but with the Mirage mod, you can switch from the normal 52 unit limit to the so-called Supply system which (in theory) allows for 200 units, although some units use more...
- Thu May 21, 2020 8:15 am
- Forum: English
- Topic: Mountable Holy city walls
- Replies: 9
- Views: 2034
Re: Mountable Holy city walls
You can do basically anything in the SDK using cheats, which are just one line of arbitrary code executed on the server. If you find out how the game does the "mounting on wall" thing you can put the appropriate command in the cheats.txt and execute it. Wait, for real? what can you do for example? ...
- Thu May 21, 2020 8:12 am
- Forum: English
- Topic: Deco corpses
- Replies: 5
- Views: 1296
Re: Deco corpses
idk... for animals, there are dead versions, for humans, there are dismembered body parts (aje_thrower_head and such) but there's the pile of bodies in the Boosterpack1 folder, the one they used in mission 4-2.
- Mon May 18, 2020 8:31 am
- Forum: English
- Topic: Deco corpses
- Replies: 5
- Views: 1296
Re: Deco corpses
placing aje_thrower_dead doesn't work?
- Mon May 18, 2020 8:30 am
- Forum: Balancing
- Topic: Dragon clan nerfs
- Replies: 63
- Views: 9010
Re: Dragon clan nerfs
big traps are barely used because if you place them before your walls, two AoE attacks on the gate destroy most of your traps too...... them not taking damage except from direct attacks seems very good.
- Mon May 18, 2020 8:26 am
- Forum: Deutsch
- Topic: Secret Easter Egg Society [Eastereggs in Paraworld]
- Replies: 243
- Views: 130299
Re: Secret Easter Egg Society [Eastereggs in Paraworld]
Apfel?? Nice!
- Thu May 14, 2020 22:56 pm
- Forum: English
- Topic: Mountable Holy city walls
- Replies: 9
- Views: 2034
Re: Mountable Holy city walls
Maybe if you replace normal wall models with that of HC walls it might (kind of) work
- Mon May 11, 2020 10:11 am
- Forum: English
- Topic: Stina rider ability
- Replies: 10
- Views: 1952
Re: Stina rider ability
Stina CHTR attacks with a whip which cannot be used from transporters. Maybe from the NM chariot but definitely not from any transporter where she's 10 meters in the air, the whip has a range of 3 meters only. Also, what happens to the eusmilus when Stina is saved by a transporter? She wouldn't just...
- Mon May 11, 2020 10:04 am
- Forum: English
- Topic: Growing forest bug
- Replies: 9
- Views: 1941
Re: Growing forest bug
the forest that is supposed to be there looks like actual forest, with trees and everything. the forest that is not supposed to be there looks like underwood, shrubs, all that sort of thing but no trees. you can click th faulty forest with the forest landscape tool and it will disappear. the singlep...
- Sun May 03, 2020 13:57 pm
- Forum: English
- Topic: Growing forest bug
- Replies: 9
- Views: 1941
Re: Growing forest bug
You can manually remove the buggy bits of IdiObj forest by selecting Forest in the landscape editing window and right clicking on the forest and shrub formations that aren't supposed to be there
- Sat May 02, 2020 13:26 pm
- Forum: English
- Topic: Growing forest bug
- Replies: 9
- Views: 1941
Re: Growing forest bug
yeah this happens sometimes when you load one map and then load another. you need to restart the mapeditor before loading a new map otherwise it keeps some of the old map's forest for some reason. start mapeditor, work on map, save, shut down mapeditor. start it again and work on a different map.
- Sat May 02, 2020 13:22 pm
- Forum: English
- Topic: Wild animals hitpoints and skulls location
- Replies: 25
- Views: 3739
Re: Wild animals hitpoints and skulls location
... so how does it work?
- Fri May 01, 2020 16:48 pm
- Forum: English
- Topic: Scape template problem
- Replies: 3
- Views: 1089
Re: Scape template problem
You can rotate it only in steps of 90 degrees with the buttons on the template menu. I can't remember well if it rotates the template around the fixpoint... I think it doesn't, the top left grid square stays the fix point, but I don't remember clearly. If it crashes, I'm wrong on this one...
- Fri May 01, 2020 16:45 pm
- Forum: Balancing
- Topic: Dragon clan nerfs
- Replies: 63
- Views: 9010
Re: Dragon clan nerfs
i remember many spells from warcraft 3 have half (or at least smaller) duration for heroes, maybe that would be good here too (for heroes and titans, or only for heroes, or only for titans?)
- Fri May 01, 2020 16:43 pm
- Forum: English
- Topic: Wild animals hitpoints and skulls location
- Replies: 25
- Views: 3739
Re: Wild animals hitpoints and skulls location
wasn't it one of the plans for that Cowboy or Explorer or what-was-it hero we were talking about a few years ago? if it's possible, it seems like a nice addition to the list of things Miyagi can win over, like the workers 
