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CapnCliff
- Posts: 53
- Joined: Mon Apr 22, 2013 1:55 am
Re: Game Development: Castles in the Sand
add more siege machines. catapults and such
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Castles in the Sand
R'lyeh? No, not at all. That seemed like a fair enough engagement. This is unrelated.RedKGB wrote:I need to ask, is this in response to our village getting leveled?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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sorvolge
- Posts: 31
- Joined: Mon Sep 05, 2011 2:47 pm
Re: Game Development: Castles in the Sand
stone towers are buildable underground... hu lol
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Castles in the Sand
You can close them if you want to prevent people from passing, but otherwise, no. There's not much need. I don't think being punished for forgetting to close a gate is the best raiding mechanic imaginable, though, so I don't mind that.ChildhoodObesity wrote:ppl deserve 2 be punished for forgetting 2 close their gates ok, is there even a point in closing them anymore?jorb wrote:Why is it? It doesn't make raiders much worse off than they were.ChildhoodObesity wrote:that claim thing is very dumb, v disappointed jorb
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Itanu
- Posts: 182
- Joined: Sat Jun 08, 2013 10:17 pm
Re: Game Development: Castles in the Sand
Perceptual blindness on my partJorb wrote:
But we did, doe?
how did I miss this?
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Castles in the Sand
Indeed. Another change that seems positive.Kelody wrote:Does that mean stealing a master key is no longer a ticket to plunder?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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MightySheep
- Posts: 2534
- Joined: Fri Jul 22, 2011 1:18 pm
Re: Game Development: Castles in the Sand
If using alts to get in and grief villages is fair enough then why did burg reveal IP addresses when we did it? Such favoritism.jorb wrote:R'lyeh? No, not at all. That seemed like a fair enough engagement. This is unrelated.RedKGB wrote:I need to ask, is this in response to our village getting leveled?
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venatorvenator
- Posts: 1066
- Joined: Fri Mar 07, 2014 5:59 pm
Re: Game Development: Castles in the Sand
Can castles be build with glass?
Thanks for the update, it was awesome in many respects.
Thanks for the update, it was awesome in many respects.
Xcom wrote:Most good things last only a short time
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InfernoI
- Posts: 158
- Joined: Fri Aug 28, 2015 8:25 pm
- Location: America. KS.
Re: Game Development: Castles in the Sand
In anticipation of seeing a LOT of comments like this. If you guys oh i dunno. Bash into a wall, and don't walk through a claim, hypothetically ya'll should be able to raid. Amirite Jorbtar?Astarisk wrote:Yeah, I'm not a fan of jumping the gun on that claim changes. It pretty much just kills raiding entirely. I foresee so much wrong with it, it'd take me a bit just to type it out.
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Minion
- Posts: 71
- Joined: Tue Feb 21, 2012 1:23 pm
Re: Game Development: Castles in the Sand
The no crime thing only applies to gates right? Not mineholes and caves?
What happens if I pass through a gate after breaking in?
Should I build gates everywhere inside the walls to stop raiders getting further? Like a maze...
What happens if I pass through a gate after breaking in?
Should I build gates everywhere inside the walls to stop raiders getting further? Like a maze...
Last edited by Minion on Thu Nov 12, 2015 2:39 am, edited 1 time in total.