vrork said:
Tuidjy said:
vrork said:
What are the differences between patch_v155_A5 and patch_v156_A5?
v155 and v156 are two separate versions. One has custom troops and the other does not, so saved games are incompatible. Use the proper A5 patch for he version you are using. If you have yet to start, choose one version, and stick to it.
I used to play on 150, but its been a long time since i stopped, wich one you suggest?
Also, i think your stance on the non good paladins is quite unecessary. What me (and i think some other people) want, is the ability to choose palading but not need to be stuck at a good factions, like Clerics are able to be good or evil, paladins should too,
Traditionally, AD&D paladins are virtuous. There didn't use to be such thing as an evil paladin, not until very recent rule changes (5e?)
Personally, I think that it is idiotic to postulate evil paladins. There are plenty of classes that combine martial prowess with the blessings of an evil god. But which way the developer goes is only up to him.
AD&D may have only recently added evil paladins (idk, i dont play AD&D, but from what wikipedia say, in D&D 4th they started existin) but just think for a moment: Palading nothing more is that a cleric focused on fighting (martial prowess) and "destroying" the ones that his deity say that he should destroy/kill whatever. So, it would only make sense to have "good" and "evil" paladins.
PS: Just found this on wikipedia --> An article in the July 1980 issue 39 of Dragon magazine introduced a new non-player character to Dungeons & Dragons, the evil opposite of the Paladin, the Anti-Paladin.[11] The article stated "The Anti-Paladin represents everything that is mean, low and despicable in the human race."
(11. Laking, George; Mesford, Tim (July 1980). "Try this for Evil: The Anti-Paladin NPC" (PDF). Dragon. TSR (39): 8–9, 50–53.)
Instead of having a hot answer like in the past, I'll just lay it out like it is: it doesn't
inspire me. Its not my
calling. Its not part of the
core I wanted as a base to build the next generation on. It does nothing for
ME, regardless of how much it
titillates you. I don't want to make a remake of WoW or EQ shadow knights.
I'm the guy that has to spend time to make something. If you can get Guspav to make it for you, and he otherwise has so much time, maybe I can get overruled. But
I wont maintain it, and might prefer to leave than have to do something I am so against internally. Overall, I've bent over backwards to strengthen Necromancers, against my better judgement, but there is no need to do that twice. So until you can get Guspav to drop me and put some other developer,
I still say no. It's not a democracy -- I don't see any other "voters" making it happen, so the commons vote is purely for facebook "like" effect. It makes thousands feel good but it writes NOTHING for me. There's only 60 real users according to latest patch use, so I've managed to fritter away Guspav's 30,000 users down to 60. But I'm
still the guy that has to write it. I say
NO. I think TSR made a mistake in allowing shadow knights and necromancers as player classes. They should have stayed boss NPCs, where their role in the ecosystem was sharply defined and the kind of spiritual corrosion induced by daydreaming at length about the "roleplay" decisions by the consumer at least involved
solving the problem of a
boss mob, not
BEING the "boss mob".
So now let's look at this from the perspective of Guspav needing to replace me:
1) Arguably, the code is not in any worse shape than it was 9 months ago. Only Guspav and I know what the code looked like then, but I attest that it hasn't grown technically more feeble, and actually has added some functionality. I'll accept that it picked up some quirks that arguably are worse, with my limited Rigale implementation mainly, but overall I think it improved. Very few observers are in a position to see the contrast though.
2) PoP, Perisno, Floris, ACOK, Novo Aetas - all have no real magic system. None of them have necromancers, or shadow knights, or anti paladins.
More than 60 people play them. I suppose that is the power of propaganda, but technically Phantasy 2018 already has more. The fact that it is perceived as "less" tells me the focus doesn't need to be yet ANOTHER class but some other aspect(s) of the mod need attention.
3) Half of those teams have more than 1 active dev and all of them had more than 9 months development time. This mod, so far as I am concerned, is JUST NOW IN ITS 9th MONTH. Guspav had it but much of Guspav's code "needed" rewriting. I consider 2018 and 2014 two different mods, although they do have some relation, like father and son.