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Post by Boaster on May 9, 2010 6:36:12 GMT -6
Okay, so whenever the GS6 Beta comes around, what do we need to add?
More artifact portraits, artifact icons, spell icons and action icons. I also plan to add SFX, ambient sounds, etc. to a sndfx6b.mpq.
What needs to be added?
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Post by thomas420 on May 9, 2010 13:16:39 GMT -6
More artifacts please. Higher level end game dungeons also please. x) I like the ones that are there already but I mean like even tougher end game dungeons. Like higher level ones. With maybe multiple legendary creatures in them or something like that. I dunno just an thought. But definetly more artifacts.. please [Laugh out Loud]. Otherwise everything is great with the mod. This is just my general reaction to games, I always want more weapons and more tougher fights.
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Post by Boaster on May 9, 2010 13:29:34 GMT -6
More artifacts please. Higher level end game dungeons also please. x) I like the ones that are there already but I mean like even tougher end game dungeons. Like higher level ones. With maybe multiple legendary creatures in them or something like that. I dunno just an thought. But definetly more artifacts.. please [Laugh out Loud]. Otherwise everything is great with the mod. This is just my general reaction to games, I always want more weapons and more tougher fights. Level 12 Dungeons, all Legendaries with Champions,
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solarr8
Member LVL 8
There are disruptions to the balance afoot.
Posts: 148
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Post by solarr8 on May 10, 2010 15:22:20 GMT -6
so whats going to happen with a level 12 order dungen. 2 champions and a level 6 legendary knight? That would mean that this particular level 12 encounter would be much easier than lets say and air encounter where theres 3 champions and a dragon.
2 champions and a level 6 knight vs 3 champions plus a dragon.
Don't hate me because i'm brilliant
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Post by thomas420 on May 14, 2010 18:40:25 GMT -6
Maybe even harder npc enemy armies. I keep getting into end game battles when all of my guys are at max level and the enemys team only has the lord maxed out. The rest are not even close. I am talking about hard mode. Not complaning just making a request. It is as always your call, since your doing the work. It just seems to get too easy at the end of the game.
PS. Solarr8 what are you complaning about... order is the easiest faith to play. The casters have some of the best buffs in the game and some great offensive spells. Also their warriors are just as easy to play with. And the special building you get is the most useful. It's too easy playing order. Plus maxed out with a decent weapon and some armor and the Legendary Knight is almost unmatched in melee combat. Entirely unmatched if you are using your casters buffs on him... Orders easy.
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solarr8
Member LVL 8
There are disruptions to the balance afoot.
Posts: 148
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Post by solarr8 on May 15, 2010 13:03:53 GMT -6
The knight takes damage in spikes which makes it diffilcult to guage waether or not he can handel what situation hes in. The lich is the same way. This due to spells as well as missle and melee
And because the hp of both units are so low before you know it there dead and you're scratching your head wondering why.
The spikes in damage that they take make them unreasonably hard to use.
Unless you play the game every day over and over like boaster does then it doesnt matter.
My arguments are based on what i believe makes the game more tangible for a vast majority of players.
Now, that being said i did load up the origional game and noted that the knight was weaker in defence but much stronger in offence and of cource it was balenced for good or less towards the origional game.
The knight has a lot of conditional bonuses. Extra attack if vs death or chaos
Can weild artifacts but you have to be lucky enough to find ones worth while.
Shield of quality is useless because its only more effective as the knight grows in levels and the fact is you dont need the defence at level 15 you need it NOW at level 6
By the time you get to level 15 who gives a fuck about the shield.
The other creatures arnt restricted to this conditional strength sav which puts the knight at a very big disadvantage if he does not have the time in a game to level up because hes being dick slapped by a dragon.
I've actually covered these points in previos posts however i don't mind summarizing for you.
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Post by balkoth103 on May 16, 2010 1:53:50 GMT -6
i think that there should be a way to buy a potion, lets say 12 mana, but if you want 4 there should be a way to select 4 12mana potions... i'm not sure whether that came out in english right there, but hopefully you get the drift. if you want 5 potions which refill 12 mana, you should be able to set the amount of mana to 12 and the amount of potions to 5... the current way just gets frustrating when you want lots of potions...
and yes, this is what frustrates me most with this game... idk why, it just bugs me.
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Post by seamus8 on May 16, 2010 11:05:14 GMT -6
This would no doubt be a tall order, but anyway to have multiple condenders (player or NPC) to a throne? That is to say, a rival?
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Post by Boaster on May 16, 2010 11:23:16 GMT -6
i think that there should be a way to buy a potion, lets say 12 mana, but if you want 4 there should be a way to select 4 12mana potions... i'm not sure whether that came out in english right there, but hopefully you get the drift. if you want 5 potions which refill 12 mana, you should be able to set the amount of mana to 12 and the amount of potions to 5... the current way just gets frustrating when you want lots of potions... and yes, this is what frustrates me most with this game... idk why, it just bugs me. I have thought about this previously and was reluctant to undertake it based on how it would function in multiplayer. But since I was able to correct the multiplayer problems with potions, I might. But still, this would be a significant undertaking and would require some time. I will look into this, but in the future.
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Post by quentinak on May 17, 2010 9:37:43 GMT -6
During combat, instead of assigning the keys 1, 2, and 3 to the corresponding 3 groups of units, how about using all 12 keys - that is, press each number is associated with each individual unit. For example, "2" selects the second unit which is right next to the first champion. To select the last unit on the right, press =, for the next to last, press -.
To select the entire group... I guess the F1 F2 F3 keys can be used. I just want to be able to hotkey one unit only instead of the whole group. I'd have to pause less if there were such hotkeys.
To Solarr8: I'm trying out Order right now, using Penara map on Hard mode. I got the Legendary Knight by about 30 turns. The hardest part was beating that lvl 10 temple. Anyways, right out of the gate the LK can beat lvl 5 dungeons by himself if I'm careful to Parry. It's easier if I just keep him in Parry and bring along a Warrior Spirit to do sniping. Having a thief makes it even better, as well as with a mage to cast buffs and kill off enemy mages quickly. With a fuller party, I can take down lvl 7 or 8 dungeon without much problems. If I had Justice fully researched... well I'll be clearing 9s and 10s easy without needing a full party.
The trick really is to keep him in Parry (Ctrl-D). Don't have him try to fight too much if he's surrounded by melees and ranged units and an enemy champion AND an enemy thief sniping at him. That's just asking for it. Those "spikes" in damage is probably from an enemy thief landing a critical hit. But even their thief can't hurt u much if the LK is Parrying. Even less so if buffed by spells or potions. Have your own thief do most of the damage. Or if you wanna micromanage and can't resist having the LK be in the offensive, do the Parry - wait for time when they're not hitting you to hit back - Parry again - repeat strategy. Under Parry, the LK really is a beast in defense. Even my high level dwarf warrior can't match him.
I don't have the chance to match him at lvl 7 or 8 against another legendary so I don't know well he'd do. I'd imagine with the right strategy he can hold his own pretty well.
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Post by Boaster on May 17, 2010 9:57:42 GMT -6
The control groups idea sounds great. However, F1 and F2 are all ready assigned for Wizard spells.
I'm not sure if I could get that accomplished. But you can set your own unit groups with CTRL + (1-9).
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solarr8
Member LVL 8
There are disruptions to the balance afoot.
Posts: 148
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Post by solarr8 on May 17, 2010 20:23:40 GMT -6
During combat, instead of assigning the keys 1, 2, and 3 to the corresponding 3 groups of units, how about using all 12 keys - that is, press each number is associated with each individual unit. For example, "2" selects the second unit which is right next to the first champion. To select the last unit on the right, press =, for the next to last, press -. To select the entire group... I guess the F1 F2 F3 keys can be used. I just want to be able to hotkey one unit only instead of the whole group. I'd have to pause less if there were such hotkeys. To Solarr8: I'm trying out Order right now, using Penara map on Hard mode. I got the Legendary Knight by about 30 turns. (you're going to have to explain how you start out with 2 level 2 unit sets and a lord and manage to free the temple and make the upgrades to get a legendary knight by 30 turns. Sounds like an exploit.) The hardest part was beating that lvl 10 temple. Anyways, right out of the gate the LK can beat lvl 5 dungeons by himself if I'm careful to Parry. It's easier if I just keep him in Parry and bring along a Warrior Spirit to do sniping. Having a thief makes it even better, as well as with a mage to cast buffs and kill off enemy mages quickly. With a fuller party, I can take down lvl 7 or 8 dungeon without much problems. If I had Justice fully researched... well I'll be clearing 9s and 10s easy without needing a full party. The trick really is to keep him in Parry (Ctrl-D). Don't have him try to fight too much if he's surrounded by melees and ranged units and an enemy champion AND an enemy thief sniping at him. That's just asking for it. Those "spikes" in damage is probably from an enemy thief landing a critical hit. But even their thief can't hurt u much if the LK is Parrying. Even less so if buffed by spells or potions. Have your own thief do most of the damage. Or if you wanna micromanage and can't resist having the LK be in the offensive, do the Parry - wait for time when they're not hitting you to hit back - Parry again - repeat strategy. Under Parry, the LK really is a beast in defense. Even my high level dwarf warrior can't match him. I don't have the chance to match him at lvl 7 or 8 against another legendary so I don't know well he'd do. I'd imagine with the right strategy he can hold his own pretty well. I'm confused as to how this bears any relevence to my comments which simply state the relitive gap defence and offence compared to other legendary creatures. And besides how about starting a new thread for this instead of being so lazy as to just tack on a to solarr8 message on the tail end of another post for another topic.
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Post by mummra on May 18, 2010 2:54:52 GMT -6
I am all for harder dungeons and things like playing as a marauding lord, but if there is anything that can be done to make the AI players a tad more menacing, that would be excellent.
They just make such poor tactical decisions, both on the over-world map and in combat. Sure, they are competant enought to challenge the typical player, but for those of us who have been playing the game for 12 years, a brilliant surprise by the computer-controlled faiths every so often would just be amazing!
I know it's a very tricky and tedious suggestion, but it would really go a long way if "easy, medium, and hard" actually effected the way your rivals "think" and act.
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Post by quentinak on May 18, 2010 9:17:02 GMT -6
Sorry for the off-topic discussion here.
Solarr8, I was just replying to your reply. I'd rather not spam the board with another "Legendary Knight in this mod sucks" thread. And come on, since you apparently love the game and have played it quite a bit, I'm sure you have something that you can think a feature that actually adds to the mod?
"My arguments are based on what i believe makes the game more tangible for a vast majority of players."
By "tangible" you mean accessible, right? The game is pretty tangible already since I can physically touch my LOMSE CD. ;D
Seriously though, I also felt that the LK wasn't all that much stronger as a Legendary, but that was because it was the VERY first real game I ever played on LOMSE. I compared the LK with my Warrior Lord who seemed stronger than LK. More importantly, I had no idea about the Parrying function. So I kinda see your point about accessibility, and a Legendary like the Hydra seemed to be more easily usable than the LK for a very novice player. But then, all it took was a quick read of the instructions to find out what Ctrl-D does. Not a steep learning curve.
"Now, that being said i did load up the origional game and noted that the knight was weaker in defence but much stronger in offence and of cource it was balenced for good or less towards the origional game."
I don't really get the latter part of your sentence. You're saying the LK in original game has good balanced? What did you mean by "less towards the origional game?"
I'm still experimenting with the LK, and so far he doesn't disappoint. He always the one to survive the toughest battles with ample HP left, although he's at level 10 now.
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Post by thomas420 on May 18, 2010 15:55:45 GMT -6
With the Death special building. I would love it if you only had to have the champion walking the captured champion around had to be in the special building. And the Mage could be far away? Like maybe when you choose to sacrifice the captured champion, maybe that could bring up a spell cast icon and you could bring it to the targeted Mages icon. Or something like that.…
the goal would be to make it so you could sacrifice a captured champion and give the benefit to a mage that isn't inside the special building. Does that make sence? Because I find it almost useless and also a major pain to walk all the way accross the map to get back to your base to sacrifice a champion and then walk all the way back to where you were.
Also if you have already defeated all the surrounding encounters it is also a pain. You lose most of your bonus before you get far away.
It only seems to be useful near end game if you are on the defensive. I mean I find myself just executing prisoners instead of sacrificing them, because I do not feel like walking one of my main champions accross the map back to my special building.
Just an idea, although I can definetly understand if it is not possible to do or even if others do not think it is worth doing. No biggy, just an idea of something I would have liked to have while playing with Death. Sorry if that was a big post.
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Post by quentinak on May 18, 2010 16:44:34 GMT -6
"With the Death special building. I would love it if you only had to have the champion walking the captured champion around had to be in the special building. And the Mage could be far away? Like maybe when you choose to sacrifice the captured champion, maybe that could bring up a spell cast icon and you could bring it to the targeted Mages icon. Or something like that.… "
Yeah that could get annoying. One thing that helps to ease the hassle is to capture a village where you can make a Water Barrack so you can speedily ferry the captures around... Wait... can you put captured units onto ships? Looks like I have to do a little experimenting.
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Post by Boaster on May 18, 2010 17:30:31 GMT -6
Prisoners cannot board ships, I don't think.
Also, your idea for Altar of Sacrifice wouldn't be a possible. I don't think I could make it so you could target a mage to give the sacrifice bonuses too.
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Post by thomas420 on May 18, 2010 18:49:19 GMT -6
I didn't really think so, but it was definetly worth a shot.
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Post by swiftfoxmark2 on May 25, 2010 7:22:14 GMT -6
Bring the ability to raze a village back.
Maybe add that option into the Unit Training Buildings, Towers, and Special Great Temple Buildings.
However, we could have the option to rebuild, but at four times the amount that it normally would cost to restore it after it has been demolished.
Or we could just allow villages to be demolished.
Another option would be to relinquish a Stronghold back to another faith, much like you can with a Great Temple.
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Post by Boaster on May 25, 2010 9:10:07 GMT -6
Bring the ability to raze a village back. Maybe add that option into the Unit Training Buildings, Towers, and Special Great Temple Buildings. However, we could have the option to rebuild, but at four times the amount that it normally would cost to restore it after it has been demolished. Or we could just allow villages to be demolished. Another option would be to relinquish a Stronghold back to another faith, much like you can with a Great Temple. The relinquish ability on the great temple gives the great temple to whomever the owner of the capital is. So to have a relinquish option on the temple itself would be no easy task.
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