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Re: MIRAGE Discussion

Posted: Fri Aug 10, 2012 23:20 pm
by Trexoid
I tried but my computer wouldn't let me uninstall it so I turned off the fire wall but the problem still occurs :(

Re: MIRAGE Discussion

Posted: Mon Aug 27, 2012 16:42 pm
by SuperYenthe
Mirage wont work for a reason. :(
Can someone help me please?

Re: MIRAGE Discussion

Posted: Mon Aug 27, 2012 23:39 pm
by Triceratops
You have installed Paraworld + Boosterpack and they work?

Re: MIRAGE Discussion

Posted: Mon Aug 27, 2012 23:40 pm
by Scrat
Try starting pw using the file mirahe ssss bat in your pw bin folder

Re: MIRAGE Discussion

Posted: Tue Aug 28, 2012 13:16 pm
by SuperYenthe
Well,I have the boosterpack and it works.But the problem is fixed.After I installed Mirage, Mirage wont work and the regular Paraworld doesn't work too.But when i reinstall Paraword,Paraword Worked Plus Mirage works too.
Its Rare but its fixed.

P.S.
(I purchased Paraword on a site NOT for free)

Re: MIRAGE Discussion

Posted: Tue Aug 28, 2012 14:21 pm
by Triceratops
Good news ;) Installing Paraworld again is quite helpful and a common solution for a lot of problems with the game

Re: MIRAGE Discussion

Posted: Wed Aug 29, 2012 0:54 am
by SuperYenthe
Indeed but still 1 problem,Mirage wont show me the army controller (On the left) Its kinda hard to play without that.If I click on it,it doesn't appear.:S
Can I Fix this?

Re: MIRAGE Discussion

Posted: Wed Aug 29, 2012 2:20 am
by Triceratops
Before you start a mission or a skirmish battle go to the game's settings menu and turn on the army controller. It is turned off because the army controller in its current state can only show 52 units and therefore it is not in use per default if you start Mirage

Re: MIRAGE Discussion

Posted: Wed Aug 29, 2012 16:39 pm
by SuperYenthe
Ok,Thanks. :)

Re: MIRAGE Discussion

Posted: Sat Sep 15, 2012 12:12 pm
by MrMorgana
New hero system concept

i think we should think more about it, because (like we discussed the issues of pw in tavern some times ago) currently pw is kinda slow in gameplay, to get new special units, which are essential for certain strategies are hard to get available, and then again changing to a different 'techtree path' is taking 'ages'

i prefer the first implementation (only that tesla should be the other multitribe hero, not Ada, but thats not so important), with all the different aspects, which the chosen hero would boost

and tbh the a hero system like the one in wc3 is way better (i'm really like Trics idea to give Heroes multiple, upgradable special abilities, and some of the special attributes for leveling them up), and making currently hero bound special units available with higher epochs, or bound to special buildings (like altars, totems, etc) or upgrades (like upgrading warriors into jetpack warriors) or even keep some units bound to heroes somehow (same way as now or differently...) would make the game more dynamic.

Also many players already dislike the special units system of now, so it would offer a different way to go. I know that many other players think, thats its a pw speciality, but testing out something new isn't all that bad, is it? :)

i'm also open for making it optional (like supply), and if its good, then make it standard

opinions and ideas?

Re: MIRAGE Discussion

Posted: Sat Sep 15, 2012 19:41 pm
by Triceratops
MrMorgana wrote:New hero system concept

opinions and ideas?

None, just do it :mrgreen:

Re: MIRAGE Discussion

Posted: Sat Sep 15, 2012 22:11 pm
by Scrat
I guess that's not what you want to read now, but is it possible to make the supply system optional like the warpgate or choose hq position, so you can switch it on/off before game?

Re: MIRAGE Discussion

Posted: Sun Sep 16, 2012 5:59 am
by Triceratops
I'm not sure if I have a different version but it should already be optional :)

Re: MIRAGE Discussion

Posted: Sun Sep 16, 2012 11:29 am
by MrMorgana
Scrat wrote:I guess that's not what you want to read now, but is it possible to make the supply system optional like the warpgate or choose hq position, so you can switch it on/off before game?
Answer :)

just you are using an old version, and i'm still not ready with a new one :\

Re: MIRAGE Discussion

Posted: Mon Sep 17, 2012 10:37 am
by Scrat
ah, alright then. ;)

Re: MIRAGE Discussion

Posted: Fri Nov 02, 2012 14:28 pm
by Scrat
Idea:

Zeppelin with suicide function.

Zeppelin has no attack rocket (with an attack rate so slow it's almost annoying) but a suicide function which makes him crash on the player's will.
Useful for e.g. low hp zeppelin to make one last impact against the enemy
or
e.g. you load 10 fighters into your zeppelin, make him crash on the enemies army, your 10 fighters drop out without a scratch and fight the injured enemy!

what d'ya think?

Re: MIRAGE Discussion

Posted: Fri Nov 02, 2012 18:57 pm
by JK1011
well that depends on how much damage the zeppelin does on the crash as well as the cost of the zeppelin, these need some discussion or the zeppelin will end up like the poisoner, like almost never used

Re: MIRAGE Discussion

Posted: Fri Nov 02, 2012 19:30 pm
by Scrat
It will still have all his abilities (fast scout, flying transport, res collection point and storage cap increaser) but his way of dealing damage would change.
How much damage it might be, that requires balance tests..

Re: MIRAGE Discussion

Posted: Wed Nov 14, 2012 20:24 pm
by MrMorgana
Question of the day:

should the current system with temple upgrade remain (barracks and garage have healing-aura upgrade for infantry/cavalry - respectively) or should the laboratory (engineering bay) serve as both temple and weaponmaker (upgrades' invention place)?

Re: MIRAGE Discussion

Posted: Wed Nov 14, 2012 21:16 pm
by Anakey
i say keep it as it is, as the seas have more advanced technology then any of the other tribes, i would think that they would have specialized facilities for the units produced at that particular building rather then having one place that would be able to fix everything.

Re: MIRAGE Discussion

Posted: Wed Nov 14, 2012 23:15 pm
by Triceratops
I like this too - what about adding a banner with a redcross to the baracks instead of the aura? And a screwdriver or a spanner would look a lot better than the aura

Re: MIRAGE Discussion

Posted: Thu Nov 15, 2012 11:05 am
by Scrat
Make it turn on and off, like supply?

Re: MIRAGE Discussion

Posted: Thu Nov 15, 2012 13:37 pm
by MrMorgana
Scrat wrote:Make it turn on and off, like supply?
uhm, well to make a setting only affecting one tribe is bad, we should play (/test) with it, and make a decision (i don't wanna then later on for every tribe specific thing the same would be the solution)

Re: MIRAGE Discussion

Posted: Thu Nov 15, 2012 14:16 pm
by MrMorgana
btw Kharg, the day/night cycle is done:

- if turned off, almost everything is normal, only animal gets sleeping idle anim at night (but they act immediately if the player so commands, so they are sleeping only at idle state)

- if turned on all non-nightactive animals sleeps during night and wakes only up at sunrise (wild animals too) and every non-dayactive animals sleeps during daytime (atm there is no such animal ^^); in game daytime is showed below the the time since gamestart, and at sunrise and nightfall there is a sound feedback

so we only need to decide about which animals should be nightactive/non-dayactive ;)

Re: MIRAGE Discussion

Posted: Thu Nov 15, 2012 15:24 pm
by Scrat
Hmm dinos were afaik all day active..

make the eusmilus and smilodon nightactive
instead of invisible

then they can ambush the enemy in the night while everyone else is sleeping