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Caster of Magic Release thread : latest version 6.06!

Code in a penalty to teleportation similar to entangle? So only the combat speed is reduced?
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(January 17th, 2017, 18:16)Nelphine Wrote: Code in a penalty to teleportation similar to entangle? So only the combat speed is reduced?

Ohhh, that would be a good nerf to teleportation in general. Unlimited movement range, but a fixed number of 2 moves per combat. Merging could be three moves, so that Great Wyrm is unaffected. (plus, doesn't Teleportation also give +1 to-def?)
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(January 17th, 2017, 18:13)GermanJoey Wrote: Unicorns having only 2 movement would make them horrible on the overland map, often being unable to keep up with a lot of the units you'd want to group with them for their resistance bonus.

This, but I already explained under the video. And it's worse than just that. The unicorn would be unable to attack twice a turn (both the move and the attack uses 1 movement if they have 2), would get paralyzed by entangle, and would be much worse at searching for invisible units when it actually needs to. Aside from an obviously fast cavalry unit being slow making zero sense.

Quote:Code in a penalty to teleportation similar to entangle? So only the combat speed is reduced?


See above, the Unicorn needs to 4 combat movement (well, at least 3) to not lose attack chances.

Quote:(plus, doesn't Teleportation also give +1 to-def?)

Only in items. Unicorns have so low armor I didn't even consider it, and the last thing we want is harder to kill Djinns.
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I'm fine with unicorns the way they are. Just tossing out ideas.

Also, seravy, you have excllent patience explaining things to us many tines in many places. I think you should know that's not common, and I appreciate it immensely.
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Just a few remarks/indications concerning your excellent mod:

- I think in the latest README, blood lust is not yet properly documented (in the changelog it is, but not, as it seems, in the main part).

- About Editors: There is a DOS-based editor (the exe is called momedit22.exe I think) that works just fine with your mod. Obviously the labels are still the old one, but other than that just perfect.

- I have found one bug: Armsmaster (Brax) stacked with my steam cannons. Cast Heroism on Brax, so that he should add 8 Experience Points pur turn. Cannons after a couple of turns showed crazy values (like 168 EP), but still in terms of abilities stayed on their last level which was veteran. Could you maybe check?

- I am not sure whether "Holy Weapons" works with cannons. When I cast it, it says "+1 to hit, +1 to ranged". But the +1 plus ranged was already there (adamantium/Magic Weapons), so I felt it was not working. Results were underwhelming, so I am afraid it might not work.

- Could you maybe address the following: My trolls fight werewolves and Wraiths. My stack kills all wolves, suffers losses, then the last wraith uses stalling tactic. After the battle, he gets all his wolves back, and I lose my trolls. That, I find, is utterly unfair. Either I should also get to regenerate or he should not, either. Is there anything to be done about it?

Thank you for your efforts!
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(January 19th, 2017, 03:49)occasionalplayer Wrote: Just a few remarks/indications concerning your excellent mod:

- I think in the latest README, blood lust is not yet properly documented (in the changelog it is, but not, as it seems, in the main part).

- About Editors: There is a DOS-based editor (the exe is called momedit22.exe I think) that works just fine with your mod. Obviously the labels are still the old one, but other than that just perfect.

- I have found one bug: Armsmaster (Brax) stacked with my steam cannons. Cast Heroism on Brax, so that he should add 8 Experience Points pur turn. Cannons after a couple of turns showed crazy values (like 168 EP), but still in terms of abilities stayed on their last level which was veteran. Could you maybe check?

- I am not sure whether "Holy Weapons" works with cannons. When I cast it, it says "+1 to hit, +1 to ranged". But the +1 plus ranged was already there (adamantium/Magic Weapons), so I felt it was not working. Results were underwhelming, so I am afraid it might not work.

- Could you maybe address the following: My trolls fight werewolves and Wraiths. My stack kills all wolves, suffers losses, then the last wraith uses stalling tactic. After the battle, he gets all his wolves back, and I lose my trolls. That, I find, is utterly unfair. Either I should also get to regenerate or he should not, either. Is there anything to be done about it?

Thank you for your efforts!

168 EXP for veteran is correct, it's 180 for Elite now.

Tested the cannons, works fine. It shows +1 to Range instead of hit for magical weapons because the cannon has zero melee power. Basically "+ To Range" is + To Hit that only applies to ranged, like from bows on heroes.

Nothing I can do with the regeneration. It's just how it works. If you are forced to retreat then you lost and your dead units won't regenerate. Makes sense, because the enemy is still there to stop them from coming back to life. I might consider altering the AI for neutrals later if it becomes too much trouble but right now I have bigger worries about game balance.

I'll update the readme for the next version. Thanks for noticing!
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Sevary, the diplomacy changes in this version are awesome. Seriously. They're fantastic. It's subtle but logical.

I wanted to raise the Enchanted Roads thing, though. What do you think about making Enchanted Road create just one tile, instead of a whole bunch, and reducing the cost proportionally? Even if it cost 10 for one tile that would still be worth it IMHO. As it stands I never use Enchanted Roads because it's just so messy, weird-looking, and doesn't make sense. Why would powerful wizards just build random roads to nowhere, along with the ones they actually want? It also greatly distorts the look and feel of the terrain, making it harder to keep track of what is where... And it's ugly. It's hideous. Seriously =D 

Regardless, thank you again for all your brilliant work on this!
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Yeah the aesthetic of current enchant roads does leave something to be desired.
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(January 19th, 2017, 12:26)sayke Wrote: Sevary, the diplomacy changes in this version are awesome. Seriously. They're fantastic. It's subtle but logical.

I wanted to raise the Enchanted Roads thing, though. What do you think about making Enchanted Road create just one tile, instead of a whole bunch, and reducing the cost proportionally? Even if it cost 10 for one tile that would still be worth it IMHO. As it stands I never use Enchanted Roads because it's just so messy, weird-looking, and doesn't make sense. Why would powerful wizards just build random roads to nowhere, along with the ones they actually want? It also greatly distorts the look and feel of the terrain, making it harder to keep track of what is where... And it's ugly. It's hideous. Seriously =D 

Regardless, thank you again for all your brilliant work on this!

I was done that way for convenience. The original spell, Enchant Road affected that area. So far I haven't changed it in case I might want to allow the AI to use it - A single tile road isn't very useful, but 5x5 can be. However at the moment it seems very unlikely I'll ever allow the AI to use the spell...I even used the space in the spell targeting procedure to other purposes.
Single tile might be easy to abuse though, if you need to reach a certain destination in time, but are 1 move short, cast it once and you're there. Unless we actually want that as a feature...I guess it could make it more useful.
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Conjurer Roads is a very good spell, but I also agree that it is very ugly.

If it is possible to make it single-tile, I'm not really sure what it would cost. Right now, it gives up to 25 road tiles for 125 mana. Sometimes, you can make use of all of those roads, while other times you only want a handful. Maybe 25 mana per casting for a single road might be fair? You'd be able to cross the same distance for the same amount of mana.
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