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Post by Boaster on Sept 5, 2004 1:17:18 GMT -6
Be SURE to back up the original, in case you want to play the normal game. Otherwise you'll need to reinstall LOMSE all together probably. Lots of features added: Balance - Cavalry > Missile Missile > Infantry Infantry > Cavalry All the Warrior Lords are releatively equal, as well as mage and thief lords. Balkoth, and Lich are super strong late levels, and take a LONG ass time to get there. Your lords can achieve level 15. All Lords of the same class improve equally each level. Starting differences are well balanced. Water, Fire, Air and Elementals, plus Gargolyes, Goblins, Skeletons, Shamblers, and Dryads start at level 1 and gain reach level 5, with bonuses. Everyone of the mentioned above has two military units, with the exception of Skeletons and Goblins. Movement of infantry and missile units have atleast 16 movement points. Cavalry have 20. Champions have a minimum of 16 movement. Lords have a min of 20. Artifacts greatly improved. Each warrior armor artifact can cast Dispell Magic. Balkoth's scythe can be wielded by any faith or class. Many items improved with descriptions available. Justice spell improved to 5 + 1/2 level damage, up from 3 + 1/3. Area of effect improves with level. Also I have a map that you may try this out on. I was able to locate the reason lords would dispell into creatures and fixed it. impz.xorgate.com/files/gs.mpqimpz.xorgate.com/files/Perfect-O.scnHave fun, and post what you think (for those who have LOMSE and played it before).
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Post by Kroenen on Sept 5, 2004 4:27:51 GMT -6
Be SURE to back up the original, in case you want to play the normal game. Otherwise you'll need to reinstall LOMSE all together probably. Lots of features added: Balance - Cavalry > Missile Missile > Infantry Infantry > Cavalry All the Warrior Lords are releatively equal, as well as mage and thief lords. Balkoth, and Lich are super strong late levels, and take a LONG ass time to get there. Your lords can achieve level 15. All Lords of the same class improve equally each level. Starting differences are well balanced. Water, Fire, Air and Elementals, plus Gargolyes, Goblins, Skeletons, Shamblers, and Dryads start at level 1 and gain reach level 5, with bonuses. Everyone of the mentioned above has two military units, with the exception of Skeletons and Goblins. Movement of infantry and missile units have atleast 16 movement points. Cavalry have 20. Champions have a minimum of 16 movement. Lords have a min of 20. Artifacts greatly improved. Each warrior armor artifact can cast Dispell Magic. Balkoth's scythe can be wielded by any faith or class. Many items improved with descriptions available. Justice spell improved to 5 + 1/2 level damage, up from 3 + 1/3. Area of effect improves with level. Also I have a map that you may try this out on. I was able to locate the reason lords would dispell into creatures and fixed it. impz.xorgate.com/files/gs.mpqimpz.xorgate.com/files/Perfect-O.scnHave fun, and post what you think (for those who have LOMSE and played it before). the game seems to play well enough though I do not know why you changed the into to the LOU quest opening. I think that you give low level mages a bit too much mana which makes choosing any other lord class a impractical early on. To me, cavalry now seems underpowered but I have not had to deal with a massive legion of missle troops yet the problem with trying to balance the game is that you risk overpowering a faith by eliminating its glaring weaknesses. for example;Order has impressive spells, but very limited mana early on. the wizard lord must build up carefully to cast his more powerful magics. now, however, he starts with over twenty mana, so he has been overpowered. so a level 2 wizard could summon 2 warior spirits if he had the spell, or even 3 with a potion, and thats a bit crazy for a level 2. You should also raise the mana cost of justice in light of its new effectiveness and the massive mana increase in lower level mages Your map is decent but... meh. keep up the good work. with a little adjustment you improvemnts could make an already great game even better. red is the color of love. . . and murder|<rOe|\|E|/|
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Post by Boaster on Sept 5, 2004 5:26:58 GMT -6
Where as one person could summon a spirit warrior, another person could Possess it, or Polymorph it.
The starting Maximum mana was raised to 5 for all chars, and stats among lords, and champions were distributed equally. Some faith class may have a little less wisdom, and more str, or a little less str and more dex.
And yes, Justice does need a mana increase. When I make an update, it will be 8 or 9 mana rather than 6.
Summoning a spirit warrior in my opinion is not all that great, especially since when you summon it with my version of GS.mpq, he has nearly half of his maximum life. So that does not need changes. A lot of things fit great now.
And as far as cavalry being under powered, they do very well vs missile units.
Infantry have high attack, and very very little armor. At max level for an infantry unit, the wep/armor is like 17/5 or 18/4. For cavalry at level 5, wep/armor is 14/14. With Holy Knights, its 16/16 I believe. Cavalry isn't underpowered at all. They have less damage, less hp, more armor, and better movement in battle and in combat. I did however make them attack SLIGHTLY slower and have a SLIGHTLY slower hit recovery rate. Cavalry can still take infantry, but not without receiving some damage. It also depends if you're going after them, or they are going after you. Infantry can be lethal if the enemy is coming to you. Look at it this way, Infantry has a STRONG offense, but if played defensively (letting the enemy come to you) they tend to get the first hit and boy does it hurt.
Missile units take infantry down without a problem, because of their low armor. Missile units do have some trouble taking on cavalry though. Also, Missile units are weak to Area of effect (AOE) spells like vortex, or chain lightning because they're ranged and stay in one place while attacking and they have low hit points.
And back to the spirit warrior... since 301 beta patch no longer allows them to spawn outside of an auto calculated battle, they aren't that big of a deal. And as far as a level 2 mage summoning 2 or 3 of them, is no problem either. Even if it is the lord that is summoning them. Technically when they are summoned at half life, summoning two of them is sort of like summoning one. You still get the nice damage output though. If you have 3 unit groups in combat and you summon spirit warriors, its really a waste of mana. With 7 military units of crossbowmen, and 2 units of knights, along with 2 other champions of your choice, is more than enough to take care of almost anything as it is. I wouldn't have much problem vs a spirit warrior anyhow, because Lords at level 15 are almost as strong as a Legendary Dragon (Fire or Air), artifacts factored in.
I hope what I'm saying sort of seems logical to you. I'm giving a good case =P and again I will be changing justice some more.
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Post by Kroenen on Sept 5, 2004 6:08:17 GMT -6
Where as one person could summon a spirit warrior, another person could Possess it, or Polymorph it. The starting Maximum mana was raised to 5 for all chars, and stats among lords, and champions were distributed equally. Some faith class may have a little less wisdom, and more str, or a little less str and more dex. And yes, Justice does need a mana increase. When I make an update, it will be 8 or 9 mana rather than 6. Summoning a spirit warrior in my opinion is not all that great, especially since when you summon it with my version of GS.mpq, he has nearly half of his maximum life. So that does not need changes. A lot of things fit great now. And as far as cavalry being under powered, they do very well vs missile units. Infantry have high attack, and very very little armor. At max level for an infantry unit, the wep/armor is like 17/5 or 18/4. For cavalry at level 5, wep/armor is 14/14. With Holy Knights, its 16/16 I believe. Cavalry isn't underpowered at all. They have less damage, less hp, more armor, and better movement in battle and in combat. I did however make them attack SLIGHTLY slower and have a SLIGHTLY slower hit recovery rate. Cavalry can still take infantry, but not without receiving some damage. It also depends if you're going after them, or they are going after you. Infantry can be lethal if the enemy is coming to you. Look at it this way, Infantry has a STRONG offense, but if played defensively (letting the enemy come to you) they tend to get the first hit and boy does it hurt. Missile units take infantry down without a problem, because of their low armor. Missile units do have some trouble taking on cavalry though. Also, Missile units are weak to Area of effect (AOE) spells like vortex, or chain lightning because they're ranged and stay in one place while attacking and they have low hit points. And back to the spirit warrior... since 301 beta patch no longer allows them to spawn outside of an auto calculated battle, they aren't that big of a deal. And as far as a level 2 mage summoning 2 or 3 of them, is no problem either. Even if it is the lord that is summoning them. Technically when they are summoned at half life, summoning two of them is sort of like summoning one. You still get the nice damage output though. If you have 3 unit groups in combat and you summon spirit warriors, its really a waste of mana. With 7 military units of crossbowmen, and 2 units of knights, along with 2 other champions of your choice, is more than enough to take care of almost anything as it is. I wouldn't have much problem vs a spirit warrior anyhow, because Lords at level 15 are almost as strong as a Legendary Dragon (Fire or Air), artifacts factored in. I hope what I'm saying sort of seems logical to you. I'm giving a good case =P and again I will be changing justice some more. It seems logical, just long winded ;-) The 3.01 beta may fix that problem, but the the 3.01 is crap and it fills the games with a few glitches. the only thing it does that is good is correcting alter of sacrifice, arachnids, and increased multiplayer stability. And unforunately, no one plays multiplayer anymore, unless kali still exist. Not sure.
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Post by Boaster on Sept 5, 2004 6:19:56 GMT -6
Well, I've managed to overcome some glitches. What glitches did the patch add anyhow?
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Post by Kroenen on Sept 5, 2004 13:06:21 GMT -6
Well, I've managed to overcome some glitches. What glitches did the patch add anyhow? This is probably incomplete, but it is the bugs that I have the major problem with. The 3.01 spawned pegasus in low level encounters... especially near the chaos region. The 3.01 also spawned maurauding parties early with a reneage pegasus. There is a bug where some units will "scoot across the ground" when they retreat. They don't even walk they just kind of slide across the ground. The problem is they seem to be invinceable to everything when this happens. On rare occasions, the game still crashes when you parley with an enemy lord. Then there is the spell glitch and special building glitch too. red is the color of love. . . and murder|<rOe|\|E|/|
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Post by Boaster on Sept 5, 2004 13:27:40 GMT -6
Pegasus units are not always that tough. The only time I've ever had these spawn on my map was at the villages between cities. I think it has something to do with having "Random Encounters" feature enabled on the map.
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Post by Kroenen on Sept 5, 2004 14:30:49 GMT -6
Pegasus units are not always that tough. The only time I've ever had these spawn on my map was at the villages between cities. I think it has something to do with having "Random Encounters" feature enabled on the map. Yes, random encounters / dungeon placement does do it.And no they are not too hard but the problem is AI faiths autocalc all their fights and the damn flying horse can often kill them early on. In reply to making the AI more aggressive, have you asked any of the old lom obsessed people on the official board for any ideas on how to do this? I would love to make an ai that agressivly attacks and magages resources more effectivly but like you I do not know much at all about c++. :-( In any case keep up the good work! red is the color of love. . . and murder|<rOe|\|E|/|
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Post by Kroenen on Sept 5, 2004 15:36:54 GMT -6
Well, I've managed to overcome some glitches. What glitches did the patch add anyhow? I have also seen level 7 rock trolls in level 2 troll encounters.
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Post by Boaster on Sept 5, 2004 16:37:47 GMT -6
I have not seen any of those in level 2 encounters yet.
I found a bug today. After subdueing/capturing an enemy champion (non-murauder) go to a building and press Torture. It won't register anything. Deselect the champion and reselect him at the overland map. Then he should be as good as yours if this is how it occured. Just happened to me, so its quite new.
Finally, I'd like to mention that the AI in my GS.mpq seems smarted in some aspects. The AI takes advantage of the creatures in the towers that are able to gain levels. I see some in parties, and with a thief spying parties.
I have adjustments to make. Think of that GS.mpq as a "beta" heh.
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Post by Lordpanther7 on Sept 20, 2004 9:01:37 GMT -6
Could you post a GS.mpq where the only change is fire's rock throwers are in a set of three instead of one? I'd go do it myself but i dont have the time nor energy to do so.
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Post by Boaster on Sept 20, 2004 16:30:05 GMT -6
Use WinMPQ, Open GS.mpq, go to units/fimis.gs, edit /military_units 1, to 3. Then you're good to go. *.gs files open in Notepad.
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Post by lordpanther7 on Sept 21, 2004 9:19:34 GMT -6
The problem is everytime i try to download the winmpq the main site that offers it is either exceeding bandwith or not found. I've only found one other place to download it and that one was corrupted. And none of the other type of mpq editors seem to work either so I'm either doing something wrong with them or the links are corrupted.
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Post by Boaster on Sept 21, 2004 11:51:22 GMT -6
All right, well when I complete my lomse site, it will surely have the version I use as well as the list file.
I suppose my site will fills a void that others don't. ;D
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Post by Lordpanther7 on Sept 21, 2004 14:36:15 GMT -6
I finally found a winmpq that wasnt corrupted and opened the file but all of them are listed as unknown with different numbers on the end 1300 of them. i found the file that lists infantry, calvary, missiles and summoned creatures. then there are four blocks of 9 numbers [0 0 0 0 0 0 0 0 0] and i cant seem to find the one i need to change to make the fire missile troops change 3 instead of one. could you tell me which number to change?
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Post by Boaster on Sept 21, 2004 15:20:50 GMT -6
You must be looking at gs/levlmods.gs or something. I when I get around to posting the mpq editors and such, I will have the list file as well. Until then, I suppose you could keep poking around, but do so at your own risk.
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Post by Lordpanther7 on Sept 22, 2004 9:11:34 GMT -6
After a lot of searching i found the file devoted to the rockhurler and i keep trying to edit it, i save it and it says it updates but nothing happens. I open GS in winmpq, open the specific file in notepad, then change the number from 1 to 3 and save, then close the file and it says that it updates it. I close winmpq and open the file again in the same manner and the changes werent made? Am I editing the file wrong? Why doesnt it save the changes? (just so you know LOM: SE wasnt running while i was making the changes).
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Post by Boaster on Sept 22, 2004 11:48:45 GMT -6
Hmm, the WinMPQ that I have acts differently. I make changes, close the notepad, then notepad asks me to save the changes. I say yes. Then I go to the WinMPQ window and it says "The file has been changed since it was extracted" next line "Update archive with this file?" I click yes.
If you have done this and still have problems, I am not quite sure of the cause. It may be the WinMPQ version you have. The version I use is 1.62.
Try emailing the creator of the WinMPQ program: blakflare@hotmail.com and also tell me what version of WinMPQ you are using.
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Post by Qmaster on Sept 22, 2004 22:26:45 GMT -6
Panther, I've experienced a similar problem when trying to update files within the archive. Mantera says he closes his notepad before updating the MPQ archive. That's very important. I'm not sure why, but it is. Since it's so picky about that, my preferred method of updating the MPQ is to extract the file, make changes outside the MPQ, and then re-insert it.
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Post by Boaster on Sept 23, 2004 8:06:59 GMT -6
Yeah, I'm pretty sure theres more than one way to go about things. You could extract all of the items in the artifacts/ folder, and then just "add" them in after changes, and it just replaces them like Windows® would.
I do not think you HAVE to close notepad, because sometimes if I am still working with the item I only use the Save command in Notepad, and WinMPQ still asks me if I want to replace it. I do not even have to make a change to the content of notepad. If I press Save it will ask me regardless.
So you could try a few things: Close and Save Notepad Press Save, then Close Extract the files, and then use the Add Command to replace
Whichever one works best for you. I had to locate a problem at one point in time where my GS was corrupted. I had to locate the problem using a fresh GS and mass importing so many files at a time. Turns out that you cannot have an item with attack_recovery_ticks based on level. I'm pretty sure I probably did something wrong, I'll look into it more to be certain.
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