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Post by lemminkainen on Jan 9, 2020 14:25:57 GMT -6
Wow, a 442 turn game man that's insane. I never played more than like 200 turns and usually mostly around 100 turns. You must have noticed a lot of interesting things. Feel free to give us as much feedback as you can, as people rarely play this game that much, and feedback will be useful. As for the AI behavior, I think, but it's a hypothesis, that the AI army tends to get stuck whenever their capital gets occupied by a force that they consider too strong to defeat. Usually they would retreat home facing a too strong opponent, but now they can neither retreat nor attack, therefore they get stuck.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Jan 12, 2020 19:24:11 GMT -6
Wow, a 442 turn game man that's insane. I never played more than like 200 turns and usually mostly around 100 turns. You must have noticed a lot of interesting things. Feel free to give us as much feedback as you can, as people rarely play this game that much, and feedback will be useful. As for the AI behavior, I think, but it's a hypothesis, that the AI army tends to get stuck whenever their capital gets occupied by a force that they consider too strong to defeat. Usually they would retreat home facing a too strong opponent, but now they can neither retreat nor attack, therefore they get stuck. For the AI stuck thing, I know such a thing already happens some of the time, but the very silly thing is that there's another completely empty capital belonging to noone waiting to be taken right next to them and they won't even take it. It's pretty sad to watch. I do like to play my games a long time, hence why I have a tendency to play on bigger maps. I've been screwing around with your "place dungeon" setting and I'm trying to find a middle ground between a decent amount of dungeons spawning and the ones that have been manually placed there, to reach the maximum amount before the game starts getting laggy and end up crashing a few turns later. Do you guys know of what this amount could be? I think I'm about to figure out sort of but I'd be interested in knowing if you are already aware of it. Something that struck me with this new version is that I've noticed artifacts are now a lot rarer than before. There's also an over-profusion of scrolls and especially potions. I swear most of the time my inventory is full of potions I know I'll never use anyway. I've noticed some lower encounters on some maps, manually placed ones, does give stuff much earlier than the dungeons generated randomly, I wonder why is that. Is there maybe someway to have some dungeons always drops artifacts? That would be interesting to know.
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Post by lemminkainen on Jan 13, 2020 7:46:18 GMT -6
I don't have lag with my random dungeons settings. But maybe it depends on your computer. Loading times are slightly longer however. Yes, the way the game spawns artifacts makes it that maps with such a number of encounters spawn actual artifacts on level 10-11 dungeons only! Only the 12 toughest dungeons of a given region spawn artifacts. It has been annoying me a little bit, but after playing for some time I appreciate the challenge better. And I learnt to use potions and scrolls a lot more and it actually creates interesting game-play. I'm gonna investigate on how to have more artifacts spawning (besides reducing the amount of encounters). I don't think pre-placed encounters have a higher chance of yielding artifacts.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Jan 13, 2020 8:46:07 GMT -6
I don't have lag with my random dungeons settings. But maybe it depends on your computer. Loading times are slightly longer however. Yes, the way the game spawns artifacts makes it that maps with such a number of encounters spawn actual artifacts on level 10-11 dungeons only! Only the 12 toughest dungeons of a given region spawn artifacts. It has been annoying me a little bit, but after playing for some time I appreciate the challenge better. And I learnt to use potions and scrolls a lot more and it actually creates interesting game-play. I'm gonna investigate on how to have more artifacts spawning (besides reducing the amount of encounters). I don't think pre-placed encounters have a higher chance of yielding artifacts. It's not really lag, I'll clear that up : when there's an over-abundance of dungeons on the map, there's a very little freeze each time a new facton starts playing when you finish your turns, and it gets more and more noticeable with each passing turns. It gets so bad after some time that the game simply crash. I'm fairly certain this is related to the amount of dungeons placed on the map so I've been trying to figure out a good average quantity that doesn't make the game unstable.
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Post by lemminkainen on Jan 13, 2020 9:59:37 GMT -6
Sure the amount of dungeons plays a big role. So does the map size in my opinion.
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Post by Boaster on Jan 13, 2020 17:10:30 GMT -6
I don't have lag with my random dungeons settings. But maybe it depends on your computer. Loading times are slightly longer however. Yes, the way the game spawns artifacts makes it that maps with such a number of encounters spawn actual artifacts on level 10-11 dungeons only! Only the 12 toughest dungeons of a given region spawn artifacts. It has been annoying me a little bit, but after playing for some time I appreciate the challenge better. And I learnt to use potions and scrolls a lot more and it actually creates interesting game-play. I'm gonna investigate on how to have more artifacts spawning (besides reducing the amount of encounters). I don't think pre-placed encounters have a higher chance of yielding artifacts. It's not really lag, I'll clear that up : when there's an over-abundance of dungeons on the map, there's a very little freeze each time a new facton starts playing when you finish your turns, and it gets more and more noticeable with each passing turns. It gets so bad after some time that the game simply crash. I'm fairly certain this is related to the amount of dungeons placed on the map so I've been trying to figure out a good average quantity that doesn't make the game unstable. Sounds like the game can be throwing errors because of bad coding somewhere. Check the LOMGSOUT.tmp file, it reads as a text. Generated in Windows temp folder. Do "run" and type %temp% to pull it open.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Jan 13, 2020 17:30:08 GMT -6
It's not really lag, I'll clear that up : when there's an over-abundance of dungeons on the map, there's a very little freeze each time a new facton starts playing when you finish your turns, and it gets more and more noticeable with each passing turns. It gets so bad after some time that the game simply crash. I'm fairly certain this is related to the amount of dungeons placed on the map so I've been trying to figure out a good average quantity that doesn't make the game unstable. Sounds like the game can be throwing errors because of bad coding somewhere. Check the LOMGSOUT.tmp file, it reads as a text. Generated in Windows temp folder. Do "run" and type %temp% to pull it open. Alright, there seems to be something about "full stacks" but I have no idea what this could be about. Anyway, I'm posting the full thing if you want to take a look at it.
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Post by Boaster on Jan 13, 2020 17:34:40 GMT -6
Issue is not directing to a specific file, so therefore you'll have to backtrack your steps. Make a small modifications at a time.
This is as far as I can help with the matter.
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Skarn
Member LVL 7
Posts: 113
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Post by Skarn on Jan 13, 2020 17:38:45 GMT -6
I think It's just the engine being what it is with its own limitations really, also that's what I've been doing so far and I think I'm about to figure out an approximate amount, though I need to prooftest more seriously in order to move on.
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gost
Member LVL 3
Posts: 39
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Post by gost on Feb 25, 2020 11:52:10 GMT -6
I've noticed that water warrior and water thief leaders (Amazon Princess and Amazon Matron respectively) have no hit animations when they have enough armor to completely avoid incoming damage. The same goes for Amazon Thief while Amazon Warrior hit animation is ok. Spells and artifacts equipped don't affect it. Is it supposed to be like that initially?
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Post by Boaster on Feb 25, 2020 14:27:44 GMT -6
I've noticed that water warrior and water thief leaders (Amazon Princess and Amazon Matron respectively) have no hit animations when they have enough armor to completely avoid incoming damage. The same goes for Amazon Thief while Amazon Warrior hit animation is ok. Spells and artifacts equipped don't affect it. Is it supposed to be like that initially? Amazon Princess, Amazon Matron, Storm Warlord, Storm King, Fire Warlord, Spirit Warrior, Shamblers, Golem, Cyclops, Stone Giant and perhaps some others, will not display Block Animations for attacks yielding zero damage. Their animations for blocking would basically cause them to become stun locked. While Amazon Matron doesn't have the "no defend animation" flag, it doesn't appear to proc on zero damage attacks.
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gost
Member LVL 3
Posts: 39
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Post by gost on Feb 25, 2020 15:39:44 GMT -6
I've noticed that water warrior and water thief leaders (Amazon Princess and Amazon Matron respectively) have no hit animations when they have enough armor to completely avoid incoming damage. The same goes for Amazon Thief while Amazon Warrior hit animation is ok. Spells and artifacts equipped don't affect it. Is it supposed to be like that initially? Amazon Princess, Amazon Matron, Storm Warlord, Storm King, Fire Warlord, Spirit Warrior, Shamblers, Golem, Cyclops, Stone Giant and perhaps some others, will not display Block Animations for attacks yielding zero damage. Their animations for blocking would basically cause them to become stun locked. While Amazon Matron doesn't have the "no defend animation" flag, it doesn't appear to proc on zero damage attacks. Too bad, because due to lack of this animation Amazon Matron (or maybe others too) performs very fast attacks in melee every time right after being zero damage attacked, though some of them cannot be even seen visually. Also her ranged attack cannot be interrupted because of it which looks like cheating I think it would be nice to add an opportunity for player to choose the attitude of other faiths from the very beginning by himself. For example, I'd like to start a new game where all 7 faiths would loathe me or be devoted to me
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Post by Boaster on Feb 25, 2020 16:17:34 GMT -6
Amazon Princess, Amazon Matron, Storm Warlord, Storm King, Fire Warlord, Spirit Warrior, Shamblers, Golem, Cyclops, Stone Giant and perhaps some others, will not display Block Animations for attacks yielding zero damage. Their animations for blocking would basically cause them to become stun locked. While Amazon Matron doesn't have the "no defend animation" flag, it doesn't appear to proc on zero damage attacks. Too bad, because due to lack of this animation Amazon Matron (or maybe others too) performs very fast attacks in melee every time right after being zero damage attacked, though some of them cannot be even seen visually. Also her ranged attack cannot be interrupted because of it which looks like cheating I think it would be nice to add an opportunity for player to choose the attitude of other faiths from the very beginning by himself. For example, I'd like to start a new game where all 7 faiths would loathe me or be devoted to me The no defend animations are intended. There is no practical way to make a player configurable starting political relations. It would have to be set for every game, though it may be possible to implement dynamic difficulty controlled starting attitudes, which I have considered implementing. Hard mode already starts all faiths Liberated and Strong.
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Post by lemminkainen on Feb 27, 2020 2:28:08 GMT -6
Yeah it kinda depends on which unit, but I remember back in original Lords of Magic some lords units were close to unplayable (fire and air warriors notably) due to this block animation problem. I'm unsure about the matron though, because in the original Lords of Magic her attack and defend animations felt balanced. But it's definitely a much needed improvement in most cases.
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gost
Member LVL 3
Posts: 39
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Post by gost on Mar 1, 2020 12:52:56 GMT -6
Could you please explain how does new thiefly ability work? How exactly thieves are able to observe the details of an unoccupied buildings within sight radius plus 2 tiles and what should I do to perform it?
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Post by Boaster on Mar 1, 2020 14:16:10 GMT -6
Could you please explain how does new thiefly ability work? How exactly thieves are able to observe the details of an unoccupied buildings within sight radius plus 2 tiles and what should I do to perform it? Have a Thief near an unoccupied Barracks, Guild or Mage Tower that you do not own. Click on that building, as if you owned it, even though you do not. That's it.
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gost
Member LVL 3
Posts: 39
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Post by gost on Mar 2, 2020 14:59:23 GMT -6
I think that artifacts which regenerates HP during battle should be rebalanced. They are Rocca's Chalice, Wave Ring, Trollhide Belt, Cloak of the Eternal Flame and Legendary - Archon Ring. Because they are completely game breaking when used by thieves. If you play even a single thief, you can win every battle and successfully clear every dungeon simply by using stealth mode and waiting for healing in the middle of battle if wounded. And all enemies will stand still without trying to detect you in battle. I suggest to set a limit of regeneratable health by these artifacts. For example, they will be able to restore not more than total maximum health of user in one battle. Elven Chain Mail, Warlord's Helmet, Energy Stone and Legendary - Lightbringer Staff regeneration is acceptable because warriors and mages cannot use stealth
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Post by Boaster on Mar 2, 2020 16:26:08 GMT -6
I think that artifacts which regenerates HP during battle should be rebalanced. They are Rocca's Chalice, Wave Ring, Trollhide Belt, Cloak of the Eternal Flame and Legendary - Archon Ring. Because they are completely game breaking when used by thieves. If you play even a single thief, you can win every battle and successfully clear every dungeon simply by using stealth mode and waiting for healing in the middle of battle if wounded. And all enemies will stand still without trying to detect you in battle. I suggest to set a limit of regeneratable health by these artifacts. For example, they will be able to restore not more than total maximum health of user in one battle. Elven Chain Mail, Warlord's Helmet and Legendary - Lightbringer Staff regeneration is acceptable because warriors and mages cannot use stealth You make a strong case. However, one of the benefits of being a Thief is stealth. I think it would be appropriate to limit regeneration. I will see what I can do.
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Post by blants on Mar 22, 2020 0:02:18 GMT -6
Hi, I've been a fan of LOM for a long time and I've heard great things about this mod (I mean, anything that sorts out the 1 rockhurler per recruit is good in my books already), I've installed it and I have a question about the "not normally researchable" spells like fire heal, are they only available at the very start of the game when customising your lord? Or are there specific requirements that unlock these spells?
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Post by Boaster on Mar 22, 2020 9:34:02 GMT -6
Hi, I've been a fan of LOM for a long time and I've heard great things about this mod (I mean, anything that sorts out the 1 rockhurler per recruit is good in my books already), I've installed it and I have a question about the "not normally researchable" spells like fire heal, are they only available at the very start of the game when customising your lord? Or are there specific requirements that unlock these spells? Any spell that appears in library that cannot be researched "normally" are spells a player can acquire and use normally with a wizard when that knowledge has been received from raising a special building, from applying a scroll of that spell to a Wizard of the same faith, or by an artifact conferring that spell knowledge under the conditions where the number of turns passed divided by the level of the wizard is greater than or equal to the research time of the spell. Spells not appearing in the library are "artifact or scroll only" spells. A Wizard can never use these spells without an artifact that allows casting of it. If you Sorceress takes a Scroll of Fire Heal in hand, it will replenish all mana, grant spell knowledge of the spell, and will increase that wizard's experience by a value relating to the barter value and/or research cost of the spell.
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