Jump to content


Photo

Balance/Bug Track - 1.05.02


  • Please log in to reply
176 replies to this topic

#41 el kevo

el kevo

    title available

  • Members
  • 634 posts
  • Location:Ontario, Canada
  • Projects:Staff at Flameguard's "Game Sector Network"

Posted 29 July 2007 - 06:23 PM

1. U had no upgrades and my army had a lot of support abilities.

2. A little armor increase then.

3. Now i'm agreeing. A little decrease mgiht help.

4. only a little

5. No. I'm saying they shouldn't summon them until a den is up. That would make it take longer to get them and u couldn't use ur starting thralls to rush with them.


1. ok yes i was going to upgrade them but you came barging in. you had spells and what not but what im saying is a whiole army shouldn't be wiped out that fast

2. Thank you

3. Why not just take away the heal ability because it prevents almost any individual unit from killing him

4. Yes only a little

5. How about you need to buy upgrades to purchase everything the thrall master summons except the orcs
Posted Image

#42 Allathar

Allathar

    これを翻訳する

  • Project Team
  • 2,752 posts
  • Location:Netherlands
  • Projects:RJ-RotWK
  •  Greedy capitalist and cynical bastard.

Posted 29 July 2007 - 06:44 PM

Mordor: In the Siege Works the Barbed Arrow upgrade can be purchased, which doesn't make sense cuz the units can't be upgraded with it. Also, in a game I had 1005/1025 command points, so I decided to buy the Witch-King. But for some reason I couldn't do that cuz I 'didn't have enough command points', which is strange cuz the WK should boost CP.

Rohan: Théoden's Glorious Charge needs to be before King's Favour in the commandset

Also I noticed that with several of the new heroes, when they lvl up all that is increased is their health (so as example a lvl 1 Borin is doing the same dmg as a lvl 10 Borin).

Edited by Allathar, 29 July 2007 - 06:57 PM.

It has been reported that some victims of rape, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being raped. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP

#43 el kevo

el kevo

    title available

  • Members
  • 634 posts
  • Location:Ontario, Canada
  • Projects:Staff at Flameguard's "Game Sector Network"

Posted 29 July 2007 - 07:01 PM

Well dojob/Nu8 had some harsh negotiations over the angmar thrall master being cheap and unfair to the other factions because they can use there summons to take over the entire map. so we decided that this concept would be best:

At the beginning only the orcs can be summoned. to access the other units you need to have their respectable buildings:
Spearmen and Axethrowers- Hall of the Kings Men
Wolf-Riders- Troll Den

We decided on the prices on which to make it fair to the other factions whose beginning units costed a lot more then the thrall masters:

Orcs- Free (just like Mordor)
Axethrowers- 150 (is actually 250 because thrall master is 100) (with decreased range also because as first units they shouldn't be as good as they are now)
Spears- 300 (they are surprisingly good spearmen)
Wolf-riders- 350 (actually 450 because master costs 100)
Posted Image

#44 Shikari

Shikari

    Allons-y!

  • Project Team
  • 1,327 posts
  • Location:UK
  • Projects:RJ - RotWK
  •  2D Art

Posted 29 July 2007 - 07:04 PM

General:
Farms built on the minas tirith map cause cp to decrease rather than increase

the balrog has a pink glow instead of a fire effect

Mordor:
the witch-king dies before he has lost all his health. he does not necessarily need to be under attack for this to happen either, one time he died whilst standing in my base...

the nazgul that has the soul freeze power (i forget his name) also freezes himself if he is in the radius it is used in. also i think that it doesn't last long enough as a level 10 power it should immobilise units for more than 10s, maybe even permanently (except heroes) would be cool, anyway obviously this is less important

Posted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image


#45 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 29 July 2007 - 07:05 PM

ummm, the spearmen and axethrowers part makes no sense, because u get thrall masters from there anyway. i agree with the wolf riders though, but i really disagree with ur costs. the thralls are a lot weaker than normal units and ur making them cost the same!

orcs-ok
axethrowers- 75-100
pikemen- 100-125
wolf riders- ok


EDIT:that was replying to el kevo, shikari beat me to posting :lol:

Edited by YodaWarrior, 29 July 2007 - 07:07 PM.

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#46 Shikari

Shikari

    Allons-y!

  • Project Team
  • 1,327 posts
  • Location:UK
  • Projects:RJ - RotWK
  •  2D Art

Posted 29 July 2007 - 07:07 PM

sorry for double post, just noticed this:

At the beginning only the orcs can be summoned. to access the other units you need to have their respectable buildings:
Spearmen and Axethrowers- Hall of the Kings Men
Wolf-Riders- Troll Den


if thrall masters can be built the player would have a hall of the kings men. maybe allow spearmen when the building is rank 2 and axemen at rank 3?

Edit: Sorry this has already been pointed out, i was writing my previous post when yodawarrior posted

Edited by Shikari, 29 July 2007 - 07:11 PM.

Posted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image


#47 el kevo

el kevo

    title available

  • Members
  • 634 posts
  • Location:Ontario, Canada
  • Projects:Staff at Flameguard's "Game Sector Network"

Posted 29 July 2007 - 07:08 PM

it makes sense. they need the right building where if they were normal units the could be built. the thralls are just as good as any first sucky unit except that the axethrowers have better range then the gondor archers. there spears can skewer normal horsemen. i think the prices are fine and also it now makes it fair to the other factions
Posted Image

#48 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 29 July 2007 - 07:09 PM

noooo, not that. thralls are early game units they should not need any building(s) over lvl 1

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#49 dojob

dojob

    AoW+DoW ftw

  • Project Team
  • 1,304 posts
  • Location:New York
  • Projects:Beta testing for WoA, RJ, and KotW
  •  Cav Rusher + Beta Tester

Posted 29 July 2007 - 07:09 PM

No, because they are supposed to be crappy early game units. if u require a higher rank building to get them, then y not get the better elite units?
Some helpful info on RotWK replays
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech :D PANDA POWER!!!
Posted Image
Posted Image
Posted Image

And please add Bear-mans


#50 Shikari

Shikari

    Allons-y!

  • Project Team
  • 1,327 posts
  • Location:UK
  • Projects:RJ - RotWK
  •  2D Art

Posted 29 July 2007 - 07:17 PM

ye i didn't really think that through :D i agree with el kevo on the pricing though the axemen are really good against heroes so they should be relatively expensive
this is a little off topic should maybe be moved to angmar?

Posted Image
Posted ImagePosted ImagePosted ImagePosted ImagePosted Image
Posted Image


#51 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 29 July 2007 - 07:21 PM

well, its balance, so it can be here. axethrowers definatly not more than 150, and the pikemen were really high in his post.

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#52 el kevo

el kevo

    title available

  • Members
  • 634 posts
  • Location:Ontario, Canada
  • Projects:Staff at Flameguard's "Game Sector Network"

Posted 29 July 2007 - 07:22 PM

300, most pikemen in other factions cost more than that
Posted Image

#53 dojob

dojob

    AoW+DoW ftw

  • Project Team
  • 1,304 posts
  • Location:New York
  • Projects:Beta testing for WoA, RJ, and KotW
  •  Cav Rusher + Beta Tester

Posted 29 July 2007 - 08:13 PM

See and judge this issue from the game between me and Yoda :D
Some helpful info on RotWK replays
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech :D PANDA POWER!!!
Posted Image
Posted Image
Posted Image

And please add Bear-mans


#54 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 29 July 2007 - 08:16 PM

which is the latest game under the replays forum, for any who have no idea where to look :D.

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#55 robnkarla

robnkarla

    title available

  • Hosted
  • 1,849 posts
  • Location:California
  • Projects:RJ-RotWK
  •  crazy coder

Posted 29 July 2007 - 09:32 PM

All right, the thrall masters are going to get an adjustment. The first very important one will the thrall masters that you begin with will not be able to get the wolf riders. It just won't be an option.

#56 robnkarla

robnkarla

    title available

  • Hosted
  • 1,849 posts
  • Location:California
  • Projects:RJ-RotWK
  •  crazy coder

Posted 29 July 2007 - 10:51 PM

Hi,

I was looking in the data\ini\object\goodfaction\hordes\dwarven\dwarvenhordes.ini file. I think i might have figured out why units go for buildings so much. search for AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS. I think u'll find ur answer.


Yeah, that is an option, but one I have not wanted to take as this would not allow the ai to attack buildings at all from what I understand.

#57 Jepa

Jepa
  • Members
  • 33 posts

Posted 30 July 2007 - 12:08 AM

The Rhuadaur units are too weak they need to upgrade armor and forged blade:P also banner carrier.

#58 dojob

dojob

    AoW+DoW ftw

  • Project Team
  • 1,304 posts
  • Location:New York
  • Projects:Beta testing for WoA, RJ, and KotW
  •  Cav Rusher + Beta Tester

Posted 30 July 2007 - 12:21 AM

Or maybe just a small boost to their attack. They didn't do much damage to uruks.

Edited by Nu8, 30 July 2007 - 12:23 AM.

Some helpful info on RotWK replays
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech :D PANDA POWER!!!
Posted Image
Posted Image
Posted Image

And please add Bear-mans


#59 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 30 July 2007 - 06:57 AM

i had them with heavy army and my swords in shield wall with war chant and lurtz leadership buffing :D what did you expect?

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#60 Xingdao Fan

Xingdao Fan

    look to the Evening Star!

  • Project Team
  • 588 posts
  • Projects:RJ-RotWK (BETA testing)

Posted 30 July 2007 - 07:41 AM

Rhudaur units shouldn't get any buff. It's just impossible to beat an Angmar on Brutal. They mass wolf riders and spearmen, and when you think you can counter, they'll suddenly send a huge wave of units at you.

Rhudaur Axe Throwers should be a bit more expensive though. My Dunedain Rangers were trying to hide behind an archery range, and 3 hordes of axe throwers reduced the size of my battalion to 1 unit.

As soon as I can get the damned post to load the changes, I'll add all your suggestions.

EDIT: The post won't load :-\ it's impossible for me to edit it.

Edited by Xingdao Fan, 30 July 2007 - 07:55 AM.

xingdaofan-1.jpg





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users