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Post by camelotcrusade on Jun 30, 2009 17:20:38 GMT -6
Hello! I thought I owed you a proper feedback thread on your mod in case you are interested. Pat yourself on the back because you've resurrected a great game and inserted countless excellent ideas (and a whole lot of polish) into it. Some of the things I especially like that you did are: - Enabling in-combat healing on the racial healing spells
- Streamlining and exposing the combat systems at the same time
- Tweaking units to add varied abilities and interest
- Adding tremendous variety and flavor into the tired old artifacts
- Adding options in game such as [ to slow things down. Genius!
- Caring so much about the game and handling your implementations professionally.
I really only have one complaint - I am not fond of the movement spell penalty. I feel that penalizes players for using it and I rarely use movement spells as a result. To me, this penalty seems counter to the spirit of this mod. This mod enables us to experience all that LOM has to offer and it's so accessible the way you've opened up the game. However, the penalty on the spell is rather un-fun for me. I'd much rather see a reduced bonus (say half of what you normally get) without a penalty. Maybe that could address the multi-player balance issue while letting us all enjoy the spell all the time. Finally, I have a question. Why does the magician lord have terrible physical stats? I realize he gets a few extra magic points, but his attack, defense, and hp are pathetic. I know he's small, the other races tower over him in these areas (whether they look weak, strong, or otherwise). I thought *magic* infused him, specifically earth. He should at least have decent defense if you ask me.
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Post by Boaster on Jun 30, 2009 17:37:03 GMT -6
I really only have one complaint - I am not fond of the movement spell penalty. I feel that penalizes players for using it and I rarely use movement spells as a result. To me, this penalty seems counter to the spirit of this mod. This mod enables us to experience all that LOM has to offer and it's so accessible the way you've opened up the game. However, the penalty on the spell is rather un-fun for me. I'd much rather see a reduced bonus (say half of what you normally get) without a penalty. Maybe that could address the multi-player balance issue while letting us all enjoy the spell all the time. Movement spell penalty is there for a reason. You can use it to your advantage and it should only be used if you need more movement today. The movement spell motto I've implemented: More movement today for less movement tomorrow. Use it if you're on the run, or absolutely must get to that one dungeon this turn. It adds strategy to the use of the spell. Finally, I have a question. Why does the magician lord have terrible physical stats? I realize he gets a few extra magic points, but his attack, defense, and hp are pathetic. I know he's small, the other races tower over him in these areas (whether they look weak, strong, or otherwise). I thought *magic* infused him, specifically earth. He should at least have decent defense if you ask me. Magician Lord isn't meant to be a power house or anything, but I do see that he'll need +2 base attack and armor. The mod has gone through some significant changes with unit stats, so not everything is quite balanced the way it was. Minor tweaks may still need to be done. [By the way], it's GS5R2, not R52.
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Post by camelotcrusade on Jun 30, 2009 18:48:27 GMT -6
Great, I appreciate the tweak to the magician lord.
Hopefully you noticed the praise, too? What do you like the most about the new version of the game you've created?
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Post by Boaster on Jun 30, 2009 19:03:38 GMT -6
Great, I appreciate the tweak to the magician lord. Hopefully you noticed the praise, too? What do you like the most about the new version of the game you've created? A couple of those bullet points you'll have to be more specific about.
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Post by camelotcrusade on Jul 3, 2009 20:02:21 GMT -6
Let me know what you want me to clarify, and I will. Here's another I like - that most summoned units have level advancements now. It makes using them even more rewarding. Question for you - what happened to the elephant unit? I remember seeing those appear in caves when I would play Chaos in the unmodded version. I think they were level 5. Elephants... chickens... cows... they were there for polymorph, I think, but iirc elephants could appear as monsters. Did you take them out?
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Post by Boaster on Jul 3, 2009 21:07:16 GMT -6
Let me know what you want me to clarify, and I will. Here's another I like - that most summoned units have level advancements now. It makes using them even more rewarding. Question for you - what happened to the elephant unit? I remember seeing those appear in caves when I would play Chaos in the unmodded version. I think they were level 5. Elephants... chickens... cows... they were there for polymorph, I think, but iirc elephants could appear as monsters. Did you take them out? Basically all of the bullet points I'd like some elaboration on. Elephants appear in Animal encounters.
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Post by LOMSEBoaster Fan on Nov 1, 2009 17:39:08 GMT -6
Hey boaster! Thanks a bunch for all your hard work in modding LOMSE!
Don't know what I'd do without ya!
I had a question about a new implementation. Would it be possible to code in the next update(if any) that if a given Faith that has lost it's Lord and been "defeated", to put in a probablility for that faith to regenerate a new Lord after a random X amount of turns? A message on the player's turn might read something like, "<insert faith name here> has found a new champion to lead their cause!"
This would be great in that it would provide a given game longer life. Too often I find that I get too powerful too quickly and by that time, half the faiths have either died or lost their capitals completely.
Thanks for reading!
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Post by Boaster on Nov 1, 2009 18:12:40 GMT -6
Hey boaster! Thanks a bunch for all your hard work in modding LOMSE! Don't know what I'd do without ya! I had a question about a new implementation. Would it be possible to code in the next update(if any) that if a given Faith that has lost it's Lord and been "defeated", to put in a probablility for that faith to regenerate a new Lord after a random X amount of turns? A message on the player's turn might read something like, "<insert faith name here> has found a new champion to lead their cause!" This would be great in that it would provide a given game longer life. Too often I find that I get too powerful too quickly and by that time, half the faiths have either died or lost their capitals completely. Thanks for reading! It is not entirely inconceivable for something like this to be implemented. However, AI Lords cannot be killed by auto-calculate. And since AI vs AI is always auto-calculate, the Lord with the losing team will manage to escape combat. I think a faith losing because it no longer has a Lord to keep the faith is the right way for a faith to be eliminated.
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Post by LOMSEBoaster Fan on Nov 2, 2009 7:54:07 GMT -6
Aight. It was just an idea I wanted to throw your way.
I'm satisfied enough that you gave me a quick response! Can't wait for upcoming updates!
You rock, Boaster!
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Post by Boaster on Nov 2, 2009 12:38:30 GMT -6
Aight. It was just an idea I wanted to throw your way. I'm satisfied enough that you gave me a quick response! Can't wait for upcoming updates! You rock, Boaster! There will be some updates this month for sure. One scheduled for release soon.
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