Balance/Bug Track - 1.05.02
#21
Posted 28 July 2007 - 01:17 PM
#22
Posted 28 July 2007 - 08:32 PM
Nazgul cant get fellbeasts in fortresses like Minas Morgul, because the Nazgul Research is a fortress upgrade, which are not availible there
Despair is only for those who see the end beyond all doubt. We do not. It is wisdom to recognize necessity, when all other courses have been weighed, though as folly it may appear to those who cling to false hope. Well, let folly be our cloak, a veil before the eyes of the Enemy! For he is very wise, and weighs all things to a nicety in the scales of his malice. But the only measure that he knows is desire, desire for power; and so he judges all hearts. Into his heart the thought will not enter that any will refuse it, that having the Ring we may seek to destroy it. If we seek this, we shall put him out of reckoning.
-Gandalf
#24
Posted 28 July 2007 - 09:31 PM
-The Blue wizard without the hat will switch his target everytime i tell him to attack something
-Mumaks are really slow and die too fast
-Khamul's fellbeast does little to no siege damage
-Khamul's respawn time takes forever (all of the heroes were revived and my army rebuilt but he still wouldn't come)
-The build castle plot thing still appears with the rhun fortress
-They start out with 9000 money
Elves:
-Thranduil attacks way to slow (i was surrounded by rohirrim and eomer unable to really kill)
-Cirdan will switch his target everytime i tell him to attack something
-Noldor Warriors are OP (they killed Evil Men khamul in a couple of hits)
Rohan:
-Peasants build to slowly for such a weak unit
-Yeomen archers like to "jump" off the walls
-Gamlings Mount attack is very weak seeing as it took forever for him to destroy a troll stone thrower
-Eowyn's smite does hardly any damage to Nazgul
(Thats all i can think of for now)
#25
Posted 28 July 2007 - 09:36 PM
Same thing with upgrade banner carrier,forged blade, armor and silverthorn arrows:
This things happens a lot of times :(
And some more things, some troops in gondor arnor and almost every.
Edited by Jepa, 28 July 2007 - 09:37 PM.
#26
Posted 28 July 2007 - 11:22 PM
#27
Posted 29 July 2007 - 01:04 AM
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#28
Posted 29 July 2007 - 01:25 AM
it freezes now when the camera first focuses on Boromir
right after the warg battle
#29
Posted 29 July 2007 - 04:25 AM
whenever a new wave of guys come.
a battalion of them get stuck behind the north west base under a hill
and u have to kill them for the next wave to come
it does give me time however to build an army
i can just let them be stuck until i want to kill them but ya
just to let u know
#30
Posted 29 July 2007 - 10:01 AM
I have also removed the names behind the reports, so Rob won't have to go throughout all the italic code to get it right. I've also put the fixed stuff at the top of each list, so please VIEW THEM BEFORE REPORTING STUFF in order to prevent repeating.
#31
Posted 29 July 2007 - 11:33 AM
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.
#32
Posted 29 July 2007 - 11:44 AM
#34
Posted 29 July 2007 - 03:36 PM
Despair is only for those who see the end beyond all doubt. We do not. It is wisdom to recognize necessity, when all other courses have been weighed, though as folly it may appear to those who cling to false hope. Well, let folly be our cloak, a veil before the eyes of the Enemy! For he is very wise, and weighs all things to a nicety in the scales of his malice. But the only measure that he knows is desire, desire for power; and so he judges all hearts. Into his heart the thought will not enter that any will refuse it, that having the Ring we may seek to destroy it. If we seek this, we shall put him out of reckoning.
-Gandalf
#35
Posted 29 July 2007 - 05:49 PM
-The special fortress upgrade for arnor (power of the isatari) has been replaced with fire munitions
-All the Arnor heroes die to fast which is weird because they are all heavily armored
-Arnor gate super weak (crashed in 2 hits)
-Elrond cost 5000 why?
-Elite riders way to weak (died when they met angmars forces)
-TREBUCHET BUG IS STILL THERE. if you build a trebuchet expansion on your wall no trebuchet appaers. instead you get the wall part but you can't build the trebuchet at all
-When will Arnor get their new fortress?
-All units far to weak and cannot hold against enemy forces
-Dunedain Soilders are too defenseless against trample
-Elevator still won't work properly
-Mithlond Pikemen are useless right now
Angmar (Very OP):
-Karsh's Chill Soul damage could be reduced a little bit
-Karsh's attack should be lowered because his chill soul power is so powerful
-Karsh should be raised to 4000-5000
-WK should require more expierance because he is just far to powerful and strong
-WK needs more effectiveness against pikes
-WK needs to cause more damage to his own units
-Wolf riders need to cost more because its not very fair to other factions when they have to pay so much just to get their weak calvary
#36
Posted 29 July 2007 - 05:54 PM
Arnor:
-The special fortress upgrade for arnor (power of the isatari) has been replaced with fire munitions
-All the Arnor heroes die to fast which is weird because they are all heavily armored
-Arnor gate super weak (crashed in 2 hits)
-Elrond cost 5000 why?
-Elite riders way to weak (died when they met angmars forces)
-TREBUCHET BUG IS STILL THERE. if you build a trebuchet expansion on your wall no trebuchet appaers. instead you get the wall part but you can't build the trebuchet at all
-When will Arnor get their new fortress?
-All units far to weak and cannot hold against enemy forces
-Dunedain Soilders are too defenseless against trample
-Elevator still won't work properly
-Mithlond Pikemen are useless right now
Angmar (Very OP):
-Karsh's Chill Soul damage could be reduced a little bit
-Karsh's attack should be lowered because his chill soul power is so powerful
-Karsh should be raised to 4000-5000
-WK should require more expierance because he is just far to powerful and strong
-WK needs more effectiveness against pikes
-WK needs to cause more damage to his own units
-Wolf riders need to cost more because its not very fair to other factions when they have to pay so much just to get their weak calvary
1. Ur heroes/units died so fast because my giant army of fully upgraded units was attacking them with hero support. If i remember, ur units weren't even upgraded
2. Dunedain are fine against trample. My guys just kept running into them and then running away. They survived several tramples and u almost killed all my wolf riders.
3. Karsh's soul chill is fine. Just reduce his regular attack.
4. WK already takes a while to level up.
5. Instead of making wolf riders cost more, make it so that u need to have a den before u can get them.
Edited by Nu8, 29 July 2007 - 05:56 PM.
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#37
Posted 29 July 2007 - 06:08 PM
1. Ur heroes/units died so fast because my giant army of fully upgraded units was attacking them with hero support. If i remember, ur units weren't even upgraded
2. Dunedain are fine against trample. My guys just kept running into them and then running away. They survived several tramples and u almost killed all my wolf riders.
3. Karsh's soul chill is fine. Just reduce his regular attack.
4. WK already takes a while to level up.
5. Instead of making wolf riders cost more, make it so that u need to have a den before u can get them.
1. Yes but i had lots of backup attacking your units but you kept pushing them back. and still they should last longer then they did especially seeing as arnor was one of the strongest kingdoms around during the time
2. I lost 1-2 soilders with every trample and the rest lost almost half of their health
3.That Chill Soul is way to OP. It kills units far to fast and heals him also. i don't believe i remember wights being able to heal themselves
4. You maybe right about that one. Just lower his attack
5. So what your saying is don't allow thrall masters to summon them
#38
Posted 29 July 2007 - 06:09 PM
-Dunedain Knights use Gondor Knight skins. Changing the skin and shields from the Dunedain Soldiers to the Knights would be sweet.
-Formations would be nice.
-Arnor Tower Guards are called Dunedain Royal Guards in the palantir box. They are also extremely weak.
-When Dunedain Soldiers get the heavy armor upgrade they still are extremely weak.
-(Best Faction!!)
Goblins:
- Goblin Pikemen are called Uruk Pikemen.
-Durmalag(sp?) the Dragon is far too weak...
-Half Troll Swordsman are pointless because there attack is so slow. (EAs fault) But if it could be fixed, that would be sweet
Isengard:
-Everything seems fine except for Ugluk, and Wulf. Wulf gets all his powers at Level 1, and his Leadership says it affects Rhudaur Spearmen and Axethrowers. It does give leadership to the Wild Men though. And he also uses Hwaldars voice, if you could cut out a few things that he said it would be perfect, because he says alot of wild and nomadic stuff, except for the part where he says "We Fight for Angmar" or "The Witch King is behind us"
"The Rule of Gondor is mine, and no others!!" -Denethor II, Lord and Steward of Gondor
#39
Posted 29 July 2007 - 06:17 PM
Arnor:
-The special fortress upgrade for arnor (power of the isatari) has been replaced with fire munitions
-All the Arnor heroes die to fast which is weird because they are all heavily armored
-Arnor gate super weak (crashed in 2 hits)
-Elrond cost 5000 why?
-Elite riders way to weak (died when they met angmars forces)
-TREBUCHET BUG IS STILL THERE. if you build a trebuchet expansion on your wall no trebuchet appaers. instead you get the wall part but you can't build the trebuchet at all
-When will Arnor get their new fortress?
-All units far to weak and cannot hold against enemy forces
-Dunedain Soilders are too defenseless against trample
-Elevator still won't work properly
-Mithlond Pikemen are useless right now
Angmar (Very OP):
-Karsh's Chill Soul damage could be reduced a little bit
-Karsh's attack should be lowered because his chill soul power is so powerful
-Karsh should be raised to 4000-5000
-WK should require more expierance because he is just far to powerful and strong
-WK needs more effectiveness against pikes
-WK needs to cause more damage to his own units
-Wolf riders need to cost more because its not very fair to other factions when they have to pay so much just to get their weak calvary
angmar is a bit op, but hardly on the scale you're using. kharsh needs decreased attack and slight decrease in armor maybe, but definatly not chill so debuff or 4k. i mean, your lowering all his stats and raising his cost. WK is fine, and pikes are the best counters to heroes besides other heroes.
1. Ur heroes/units died so fast because my giant army of fully upgraded units was attacking them with hero support. If i remember, ur units weren't even upgraded
2. Dunedain are fine against trample. My guys just kept running into them and then running away. They survived several tramples and u almost killed all my wolf riders.
3. Karsh's soul chill is fine. Just reduce his regular attack.
4. WK already takes a while to level up.
5. Instead of making wolf riders cost more, make it so that u need to have a den before u can get them.
1. Yes but i had lots of backup attacking your units but you kept pushing them back. and still they should last longer then they did especially seeing as arnor was one of the strongest kingdoms around during the time
2. I lost 1-2 soilders with every trample and the rest lost almost half of their health
3.That Chill Soul is way to OP. It kills units far to fast and heals him also. i don't believe i remember wights being able to heal themselves
4. You maybe right about that one. Just lower his attack
5. So what your saying is don't allow thrall masters to summon them
-Maybe you should upgrade If unupgraded units can kill upgraded ones, then gameplay goes to hell.
-1-2 soldiers is good, about average for a trample, maybe less. If they were rohirrim you would have only had 1-2 soldiers left.
-I dont think chill soul is op, but maybe we could nerf the healing it does.
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#40
Posted 29 July 2007 - 06:18 PM
1. Yes but i had lots of backup attacking your units but you kept pushing them back. and still they should last longer then they did especially seeing as arnor was one of the strongest kingdoms around during the time
2. I lost 1-2 soilders with every trample and the rest lost almost half of their health
3.That Chill Soul is way to OP. It kills units far to fast and heals him also. i don't believe i remember wights being able to heal themselves
4. You maybe right about that one. Just lower his attack
5. So what your saying is don't allow thrall masters to summon them
1. U had no upgrades and my army had a lot of support abilities.
2. A little armor increase then.
3. Look at yoda's post
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.
Edited by Nu8, 29 July 2007 - 06:22 PM.
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