Posts: 5,010
Threads: 17
Joined: Aug 2016
We've not heard anything about trolls being over or underpowered. Dwarves are on 'overpowered' because of the frontloaded nature of their mineral bonus + golems (although that's been tuned back to the point I'm not sure it's an issue anymore).
However beastmen have had consistent reports of being lackluster compared to all 4 other myrran races, and i've suggested several times increasing their pop growth.
However, I don't mind if you want to test something else. Just telling you what I'm interested in.
March 3rd, 2018, 09:59
(This post was last modified: March 3rd, 2018, 10:00 by zitro1987.)
Posts: 1,333
Threads: 23
Joined: Feb 2012
On an AI perspective, Trolls and Dwarves benefit the AI due to high strategic value of units. I can't consider them underpowered.
Troll is difficult to use well but have some pretty good synergies (e.g. war mammoth with flight & resist magic, war trolls or halberdiers with blood lust, durable Magicians with focus magic). The biggest issue I may think of is that war mammoth's slow movement makes them very limited.
To be honest, it's kind of boring that myrran lacks speedy top-tier melee units (only draconian has one). It'd be interesting to see a war mammoth with less melee/hp/armor (or 2 figures) but 4 movement, balancing its excessive strategic rating while encouraging the race to be more conquest oriented later on.
Posts: 10,463
Threads: 394
Joined: Aug 2015
Beastmen definitely are worth testing, I just believe the possibility of the Myrran AI being possibly unbeatable (on higher difficulties) is a larger issue than any one race being weak/strong and should be prioritized.
I don't think Mammoths (or any Troll unit) should be speedy. In general, speedy melee units are only useful against Dark Elves - the other races would overpower them in melee.
Posts: 5,010
Threads: 17
Joined: Aug 2016
Any update on 9 towers and that crash?
March 3rd, 2018, 11:25
(This post was last modified: March 3rd, 2018, 11:26 by Seravy.)
Posts: 10,463
Threads: 394
Joined: Aug 2015
Oh, didn't see that post. I'll try making one outpost then.
Maybe the hacked cityscap.lbx still isn't stable.
March 3rd, 2018, 11:30
(This post was last modified: March 3rd, 2018, 11:31 by Seravy.)
Posts: 10,463
Threads: 394
Joined: Aug 2015
I can confirm the outpost showing blue background - this isn't new though, I've noticed previously that outposts don't show the "normal" background, but the "cursed lands" one. (which is now the blue Uranus' Blessing.)
No crashes though so the two seem unrelated. If you have the autosave file from before the crash, that would be nice.
Maybe it's an AI spellcasting or research choice problem, those had to be updated for the new spell.
Edit : now it crashed. It seems to be reproducable, too.
Posts: 5,010
Threads: 17
Joined: Aug 2016
Yeah I couldn't figure out what the actual cause was. I can try to find the auto save if you want
Posts: 10,463
Threads: 394
Joined: Aug 2015
Found and fixed, it was the attack rating, in particular, the +7 to hit cap was wrong, it was set to "at least +7 to hit" instead of "at most".
It didn't crash in the rating procedure itself, but in strategic combat...oh.
So yeah the crash was caused by the +7 cap making that procedure longer, and the procedure was not in a random empty space, but in empty space made inside another procedure. So that other procedure had a jump to skip this part, but I didn't update the jump to skip the now longer procedure.
..this btw shows why I'm extremely hesitant to change anything in the unit ratings and strategic combat - if it weren't for this crash, we would have had the entire attack procedure think every unit has +7 to hit, and would have probably only noticed that years later.
I'll upload after I find how to fix the outpost display.
Posts: 10,463
Threads: 394
Joined: Aug 2015
Posts: 5,010
Threads: 17
Joined: Aug 2016
Retrying. World generation on fair took about 5 times as long as usual (presumably there are restrictions on tower locations?) but it did still finish.
|