|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 21, 2013 09:22 PM |
|
|
Hmm has been working for everyone else...Was it a ghost or a wraith? I believe we made it so only wraiths have that ability...maybe Kivo forgot to update their description.
|
|
Bersy
Honorable
Supreme Hero
|
posted January 21, 2013 09:37 PM |
|
Edited by Bersy at 22:34, 21 Jan 2013.
|
City of the death, Ghosts (in h2 they growed in battle).
Wolves strike twice - nothing in description it seems.
Shouldn't be creatures animated in creature view dialogs?
Fortune spell has paralyze icon.
Do royal griffins have infinite counterattacks?
Cyclops do not paralyze.
Evil eyes ray appears much lower than eyes themselves.
Evil eyes have invalid move sound.
Vipers can cast slow on attack? Nothing in description.
Wraiths have h2 imbalanced ability to grow and their name in battle "ghosts". Ghosts have wrong description.
Grail in barbarian castle is old.
Wraiths have "no retaliation" (never specified) and draining life is a bit strange (algorithm).
!?FU1666;
!!UN:C6750256/1/68; cbar to dbar
!!UN:C6750145/1/67; defend blank
!!UN:C6750157/1/55; skip now defend
Can be redirected.
Cyclopes ray color should be RED, not BLUE.
|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 22, 2013 12:02 AM |
|
|
The algorithm goes like this, I believe it works as intended, not necessarily the best implementation but it keeps the ability without making them way too good.
!?BR0&1000; Make wraiths have ghost power
!!BA:H0/?v93;
!!BA:H1/?v94;
!!DO304/0/20/1:P;
!!DO304/21/41/1:P;
!?FU304;
!!BMx16:T?y2;
!!FU&y2<>129:E;
!!BMx16:T159;
!?BA1&1000;
!!if&v93<>-2:;
!!HEv93:C1/159/129/d;
!!en:;
!!if&v94<>-2:;
!!HEv94:C1/159/129/d;
!!en:;
!!UN:R1;
!?BG1&1000; Only allow wraith ability if less than starting amount
!!BG:N?y1; !!BMy1: T?y3 N?y4 O?y5;
!!FU&y3<>129/y3<>159:E;
!!HEv93&y1<21/v93<>-2:C0/y5/d/?y6;
!!HEv94&y1>20/v94<>-2:C0/y5/d/?y6;
!!BMy1&y4>y6:T129;
!!BMy1&y4<y6:T159;
As for other comments, most are known things. Grail structures have yet to be drawn, and for some reason kalu,kivo gave the creatures like 100 standing frames so they would not animate very often. I don't know why.
|
|
Bersy
Honorable
Supreme Hero
|
posted January 22, 2013 02:22 PM |
|
Edited by Bersy at 15:15, 22 Jan 2013.
|
What's about AI and Fight values? Are they correct?
Btw, Titans and Dragons are still over-powerful, not a problem to fix locally though (drop hp).
Do you know the original cyclops paralyze chance?
UPDATE: 20%.
2 crystals for cyclops king is too much (!)
Button "Recruit hero" is blur.
Upgrade to cyclops king: +10 hp, 2 dmg, 1 speed, +450 gold (!) + 1 crystal.
+200 gold only would be ok.
|
|
e-lysander
Known Hero
Lysander
|
posted January 22, 2013 03:24 PM |
|
|
Quote: Hmm has been working for everyone else...Was it a ghost or a wraith? I believe we made it so only wraiths have that ability...maybe Kivo forgot to update their description.
Ghost drain ability works as it does in Heroes II.
Quote: As for redundancy, a serpent fly is nothing like a serpent, the name may be similar but calling it something else then fixes that. Necromancers only have one regenerating unit, almost every team has two archer units (many three), hippogriphs and griffins are dissimilar and on different teams.
So I thank you for the criticism, but I do not see any pattern, other than incorrectness
I didn't say anything about the Ghosts. But aren't Ghosts Gypsy units, not Necromancer? lol.
You're right, Serpent Flies aren't like Serpents, but the name is too similar. Maybe if they weren't in the same faction, but they are. Change it.
Saying they're dissimilar doesn't make it so. If they're dissimilar, why have you based their sprites on the Heroes I Griffin?
And you didn't even address the blatant redundancy of the Archer/Crossbowmen. If you're going to leave the copycats, at least make them not useless.
|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 22, 2013 03:46 PM |
|
|
Quote:
Quote:
I don't think it's written in their description, but Ghost ability drains life so long as they haven't exceeded their original starting amount. So they basically can increase once per battle, and otherwise their ability is like the Vampire Lord ability.
Perhaps this was your intention, but this simply is not true. A lot of times I have had Ghosts accumulate more than what they started at. And, it adds more redundancy... Necromancer has two regenerating units. Knight has two archer units. Witch has Serpent Fly and Serpent. One faction has Griffins, another has Hippogriffs. See the pattern here?
Maybe I'm being too critical, but the original Heroes II was perfectly balanced in its content. And, especially with adding new things, making a lot of it redundant just defeats the purpose.
I never know when people are being stupid...or it's the language barrier. There are not two regenerating units on Necro, as you stated above. Wrong. Currently Crossbowmen have piercing shot, similar to the H3 option, which is like dragon's breath but with shooting, while archers are just normal and rangers have two shots.
Perhaps we will alter the name of serpents/ serpent flies, but considering most people playing this mod aren't native to english, doesn't seem that useful.
Hippogriffs and different from griffins in play style, yes the def was made from the H1 griffin. The H2/H1 griffins look nothing alike, so there's no problem. Besides, gameplay is the top priority currently not graphics.
Eventually people will understand how ghosts/wraiths work. Clearly not yet. But I have written it too many times...
|
|
e-lysander
Known Hero
Lysander
|
posted January 22, 2013 03:52 PM |
|
|
Quote: I never know when people are being stupid...or it's the language barrier. There are not two regenerating units on Necro, as you stated above. Wrong. Currently Crossbowmen have piercing shot, similar to the H3 option, which is like dragon's breath but with shooting, while archers are just normal and rangers have two shots.
Perhaps we will alter the name of serpents/ serpent flies, but considering most people playing this mod aren't native to english, doesn't seem that useful.
Hippogriffs and different from griffins in play style, yes the def was made from the H1 griffin. The H2/H1 griffins look nothing alike, so there's no problem. Besides, gameplay is the top priority currently not graphics.
Eventually people will understand how ghosts/wraiths work. Clearly not yet. But I have written it too many times...
Okay, so you originally said that they're only meant to increase back to the amount that you started with. Ignoring the fact that you've just contradicted yourself, that leaves a horrible imbalance. The ghost's accumulative ability is a well-known, much-criticized, blatant imbalance in Heroes II: The Price of Loyalty, but considering the fact that you don't seem to adhere or respond to common sense at all, I can see how you might miss this obvious detail.
You can explain "how ghosts work" all day long, but by actually playing the mod I know that they work like they do in Heroes II.
My criticisms are as legitimate as ever, given the fact that you simply fail with each response you give in retort to my ever-standing points of contention. You seem to think that any argument is as good as any--sorry friend, it doesn't work that way.
You simply do not wish to address the issues because you don't want to admit the elephant in room, which is that you're just being lazy and making poor excuses for why you're copying/pasting sprites and code willy-nilly.
|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 22, 2013 04:04 PM |
|
Edited by kegolo at 16:05, 22 Jan 2013.
|
This is a direct quote from page 6:
I don't think it's written in their description, but Ghost ability drains life so long as they haven't exceeded their original starting amount. So they basically can increase once per battle, and otherwise their ability is like the Vampire Lord ability.
I'm not sure your native tongue, but this is not what you are saying, and you are wrong in what you say. I'm not sure if you understand how ERM works (in fact I'm fairly sure you don't) but you can't really code things without testing it. Do you really think I did not test the ability? Do you think you know how the game functions when I have the lines of code in front of me, and did extensive testing? I'll just assume you are young and naive. Try modding without testing your code. See how it works.
Let me give you a very basic example so you understand how the ghost ability works in our mod, because you clearly don't understand it.
So you have 10 ghosts. You kill some guys, do 100 damage (which 100/20=5) so you now have 15 ghosts. You cannot gain anymore. If you win the battle with your 15 ghosts, now you have gained 5, similar to heroes 2. However, if the battle continues, you won't exceed 15.
Let's say you lose some and drop down to 9 Ghosts. Now you can gain again, still past your original 10, maybe you do 80 damage so now you have 13. You end with 13.
If you drop down to 9, and somehow do 200 damage, you will have 19, because the ability only works when you have less than your starting amount. This is unlike H2, where you can gain and gain and gain, and it is unlike vampire ability, because you can gain more than the starting amount.
I will not explain this again. If you do not get it, wait a few years until you are old enough and play the mod again. It will be more balanced then anyways.
|
|
Bersy
Honorable
Supreme Hero
|
posted January 22, 2013 04:30 PM |
|
|
!?PI;
!!UN:C4457015/4/?y1;
!!VRy1:+96;
!!UN:Cy1/1/6;
!!VRy1:+1;
!!UN:Cy1/1/6;
!?GM0;
!!UN:C4457015/4/?y1;
!!VRy1:+96;
!!UN:Cy1/1/6;
!!VRy1:+1;
!!UN:Cy1/1/6;
Cyclops and cyclops kings with red ray and paralyze ability
|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 22, 2013 04:50 PM |
|
|
lol great stuff
|
|
Bersy
Honorable
Supreme Hero
|
posted January 22, 2013 05:07 PM |
|
|
You know, guys, the total work is awesome, but specialties are awful. For cyclopes: +2 to damage, +1 to attack. For rangers: +1 to attack/defense per each level.
|
|
Kivo
Famous Hero
|
posted January 22, 2013 05:12 PM |
|
Edited by Kivo at 17:13, 22 Jan 2013.
|
Don't worry, we are working on them, will be more the H3 style rather than really unbalanced, like hero being able to upgrade Giant to Titans. Please take in mind that we did not make the old ones up...
|
|
Bersy
Honorable
Supreme Hero
|
posted January 22, 2013 05:40 PM |
|
|
Hippogriffs in the graveyards, wtf???
|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 22, 2013 05:42 PM |
|
|
Fixed already, saw that error right away
We switched cr# of mummies and hippos...
|
|
artu
Promising
Undefeatable Hero
My BS sensor is tingling again
|
posted January 22, 2013 05:42 PM |
|
|
Is the download link being constantly updated? I downloaded about a week ago when crossbow men was fixed, should I download again?
|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 22, 2013 05:44 PM |
|
|
No it is not. I will post when it has been updated. We were waiting to have substantial changes, right now something like 20 things will be in the first update.
|
|
Bersy
Honorable
Supreme Hero
|
posted January 22, 2013 05:59 PM |
|
Edited by Bersy at 18:10, 22 Jan 2013.
|
Guys, why so strange options are proposed in settings.dat? Random attacks by thieves, half of price on 7-th day, hidden skills and other non heroes 2 related things? We just didn't notice some of them in hot seat
PS. And necessary things like display mana and mp are off .
|
|
artu
Promising
Undefeatable Hero
My BS sensor is tingling again
|
posted January 22, 2013 05:59 PM |
|
|
Btw, I have another idea. You know if you name the maps in editor under map specifications like this: {Map Name} the map name appears yellow on the list. All yellow names categorically line up in the end when you double click map list too. So they are easy to group. I suggest naming the mod maps like this so it is easy to distinguish maps specifically made for H2 mod in the list.
Actually it would be even better if there is a way to color them something other than yellow (a third color like green or blue for instance) because yellow is reserved for favorite or currently played maps.
|
|
kegolo
Promising
Famous Hero
of infamy
|
posted January 22, 2013 06:03 PM |
|
|
Bersy: Those are actually the settings I normally play with. They are not recommended or anything, it was just in the folder. Luckily this is only the beta
Artu: That is actually a very good idea. Maybe something like {H2} before all the specially made maps for this mod or something, but good idea!
|
|
Bersy
Honorable
Supreme Hero
|
posted January 22, 2013 06:12 PM |
|
Edited by Bersy at 18:20, 22 Jan 2013.
|
Playing as barbarian (Haron), on loading magic book disappears
!!HE106:A3/0/1/1;
!!UN:G2/106/3/106; [Set specialty picture]
!!if&v679<>1:;
!!HE106:S2/0;
!!HE106:S0/2;
!!HE106:S7/0;
!!HE106:M46/0;
!!HE106:R2/0;
!!en:;
|
|
|