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Post by asurmen32 on Dec 7, 2011 3:28:08 GMT -6
i was wondering what the Special buildings of each faith now does (if changed) searched the forums and only really found the following: regarding unchanged ones.
[u]Order Special building[/u] will now provide +2 Wisdom to Knights, Footmen and Paladins. Additionally, Knights advance to Level 6 and Order Warriors advance one level, unless they are maximum level already.
[u]Chaos Special building[/u] will now provide +2 Maximum Health and adds half the experience needed to reach the next level for any Chaos Warrior or Military unit, including Orcs. In order to use the building, the party must be rested and have health equal to or greater than half their maximum health. As a result of combat in the arena, each unit loses half it's current health.
are these changes in game too?? as far as chaos when i read the arena description or the buff applied to the troops it only says the + HP part but nothing about EXP. so just wondering =)
and maybe add these to the GS5: Frequently Asked Questions post and all other special building effects too??
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Post by Boaster on Dec 7, 2011 8:49:42 GMT -6
The Order Special Building adds +2 Wisdom and +1 level of experience.
The Chaos Building adds +2 maximum health, halves current health of participants in combat, and adds +0.5 levels of experience.
Both also drain MPS until next turn.
Are you saying that the special building icon in the stat window, once opened, does not account for experience, or for the health bonus?
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Post by asurmen32 on Dec 7, 2011 13:50:01 GMT -6
the chaos building, removes MPS and like half health like its suppose to, BUT in the arena description or when you read the perma buff it gave your troops, it doesnt say anything about +.5 levels of exp, just says the + 2 maximum health part.
also (does the + 2 maximum health give each of the 3 models from the unit + 2 max health (so + 6 total?) or just + 2 health divided evenly by the 3 models in the unit??? which is like nothing at all =(
also unrelated but, does aim shot double the units ranged damage or just by 1.5???
and as always thanks for the helpful info =)
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Post by Boaster on Dec 7, 2011 14:36:00 GMT -6
Aimed Attack improves ranged Attacks by 1.5x.
Also, the Chaos Arena, even in the original game never told how much experience you got, even when it was like 400 or 450 static experience.
The +2 is multiplied by the number of units to the group. So for Stick Throwers, it's +6 over all HP.
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Post by asurmen32 on Dec 8, 2011 0:04:18 GMT -6
Aimed Attack improves ranged Attacks by 1.5x. ah ok, that makes more sense, bc i thought the "2x" was too much.
Also, the Chaos Arena, even in the original game never told how much experience you got, even when it was like 400 or 450 static experience. True true, thanks for clearing that up, (also in the unmodded it gave + 1 def to the warriors, that still true???)
The +2 is multiplied by the number of units to the group. So for Stick Throwers, it's +6 over all HP. OOOOHHHH ok, that is way more useful !!!!!
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Post by Boaster on Dec 8, 2011 10:02:20 GMT -6
It never gave any stat bonuses prior to this change in the mod. Warriors never participated, only military units.
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Post by asurmen32 on Dec 15, 2011 1:12:48 GMT -6
got another question =) although it might just be a bug lolz
the Death Heal spell (like the other faiths were it heals +x for +y turns aka "Purge Wounds"):
is it supposed to give +1 regen for 8 turns AND also heal +1 health overland too like it says in the GSZ spells page???
bc when i use it, it only lasts for 1 turn and doesnt heal the +1 health either ='( i got to recast it every turn ='(
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Post by Boaster on Dec 15, 2011 14:43:41 GMT -6
It's supposed to give +1 Health each cast overland, +1 health recovery, and last 8 turns.
Effects doubled for Death Creatures.
Health provided in healing doubled in combat.
Also, there is no GSZ listing of spells yet.
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Post by asurmen32 on Dec 16, 2011 21:11:34 GMT -6
[Laugh out Loud] meant the gs5 spells [Laugh out Loud] and is there an easy way to fix this bug? or just got to wait till your next update ??
and: for fires great temple buff, is all the effects that last for the x turns or just some of them while the other being permanent?? (i thought i remember some of them being permanent in the unmodded verison??)
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Post by Boaster on Dec 16, 2011 22:23:43 GMT -6
Fire Special Building effect was permanent in unmodded LOMSE.
What am I needing to fix with Purge Wounds? I'm unaware of it being bugged.
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Post by asurmen32 on Dec 16, 2011 22:42:13 GMT -6
got you (about fire building)
and yes Purge Wounds bc: it only lasts for 1 turn (most of the time) [the animation is there for 8 turns BUT the + regen doesn't ALWAYS stay on.
and it doesn't heal the +1 health either (+2 if creature if i read correctly) on overland (combat is fine)
i did this tests during my bro and i's lan game.
also are the fire Rock hurlers working as intended?? ie: they SUCK as archers but do ok as melee?? bc pretty much 2 enemy arrows kill them so there high life means nothing against archers ='( so ie: they are glass cannons (die VERY VERY quick against archers)
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Post by Boaster on Dec 16, 2011 23:35:53 GMT -6
Glass cannon is pretty accurate for Hurlers.
Missiles > Infantry.
In the case of Hurlers, they're tough enough to kill Cavalry well also, but their Missile weakness counter balances that.
Are you multi-casting Purge Wounds on the overland map? Such as, casting it once or twice in the same turn, or casting it once, then casting it again a turn or two later?
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Post by asurmen32 on Dec 17, 2011 2:16:51 GMT -6
Glass cannon is pretty accurate for Hurlers.
Missiles > Infantry.
In the case of Hurlers, they're tough enough to kill Cavalry well also, but their Missile weakness counter balances that. as far as this.… the order crossbow men, have the same counter cavalry too BUT they dont have the massive missile weakness hurlers have too.… and seeing how they BOTH have pretty much the same damage too, i dont see how this is really balanced ='( As for Purge Wounds: i tested it multiple times a turn on the same overland target AND also another time just casting it once per 8 turns and still: ----doesnt heal +1 hp it should (like the other cures the other faiths have) and it only sometimes keeps the + regen for the 8 turns. so pretty much its working like this : Purge Wounds cost 8 mana Heals for +0 per cast and grants +1hp regen for 1 turn. In combat (this is working as intended)
that sounds like a bug ='( Ps: using the GSR5 3.02.3078 Edited: HAHAHAHAH just noticed i dont have the most recent build LOLZ let me try that DOH >.<
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Post by Boaster on Dec 17, 2011 9:09:16 GMT -6
Are you using Purge Wounds on a Life Unit, aka Opposite of the Spell's Faith?
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Post by Boaster on Dec 17, 2011 10:58:41 GMT -6
as far as this.… the order crossbow men, have the same counter cavalry too BUT they dont have the massive missile weakness hurlers have too.… and seeing how they BOTH have pretty much the same damage too, i dont see how this is really balanced ='( Not sure what you mean. You saying Crossbowmen are Cavalry killers? Any unit can kill ANY unit, just about, but the system of military balance is slanted in such a way that...: Missile Units kill Infantry Units very well. Infantry Units kill Cavalry Units very well. Cavalry Units kill Missile Units very well. Some odd balls exist, such as Rock Hurlers being vulnerable to other Missile units. Eagles are another kind of odd ball, but they're not particularly weak against Cavalry, Missile or Infantry, but do sub-par against all attackers. They're especially vicious versus walking units on their worst terrain, as Eagles are flying and never get a terrain penalty.
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Post by asurmen32 on Dec 17, 2011 20:03:34 GMT -6
alright i updated the game and it seems to be keeping the regen for the 8 turns but
STILL isnt healing the +1 hp on cast (overland) (its healing for zero)
and im only casting it on same faith (ie death units and creatures)
i tryed both the staffs purge wounds spell and the real spell, same results.
PS: also just found a bug in the newest GSR5 update.
when playing a multiplayer game as any faith BUT life: the Life AI will not start with a strong hold (as in the stronghold DOESNT spawn on the map BUT IS in the map editor.) ---only happens with Life as AI and happens on ANY MAP. --- were the strong hold SHOULD be, there is only empty land. --- If any of the players pick Life as there faith, the strong hold is there.
INFO: my multiplayer games were all on hard with 2 ppl playing and that would cause that Life AI issue (tested it on single AND lan game with only 1 player but didnt cause that Life Issue)
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