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TPW - Bug and balance reports


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#21 The Best Guest

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Posted 02 August 2011 - 06:52 PM

Yes sir I did. :) That is what I should have done correct?
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#22 Lauri

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Posted 02 August 2011 - 09:24 PM

The reason I wanted it to be just the installer, is because patches would be smaller. If I upload the .big everytime (even with a hotpatch) you'll have to download it all again. It's not much now, but it's gonna get a hell of alot bigger ;)

But I've got help on the issue, and hope to solve it when I come back (15th and beyond)

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#23 The Best Guest

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Posted 02 August 2011 - 11:12 PM

Sounds great I look forward to your return then.
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#24 luh-koala

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Posted 06 January 2012 - 01:37 PM

Hey.. since i didnt lost the hope of seeing this mod living again, there goes some Bug /Balance report:


1. Paen takes like 4-6 seconds to activate, with no previous animation on it.
2. Leonidas is switching the helmet before every attack. This is intetional? Looks good, but stil...^^
3. CaH Hero Dilious have that 5s dying delay, but i experienced no animation problem with a newver created CaH.
4. AI isnt building siege weapons, even in a 2h game.
5. AI is dropping hoplites in your base and letting them walk there with no attack at Brutal. (Syracuse)
6. Shields are loosing it randomness if u apply heavy armor upgrade BEFORE leveling up a hoplite. They just became all the same art. (actually i liked that too^^)
7. There's no Sarouter skill to be researched in the hoplite command. Its supposed to be a global update?
8. Hoplites attack when moving have no animation.
9. AI isnt building peltards for any reason.
10. Focus choices in the Gerousia lacks of info^^.
11. Leonidas price is absurdely cheap for a skirm, making him a NEED for playing. Also, AI is sending him (Leonidas ) alone to fight very oftenly. Spartans =b
12. Hoplites march stance is useless^^. I mean, all the stances are awsome (Ah-Oh!, hehe) but theres no point at using the march stance, since the other stances have more consistent bonus^^.
13. Leonidas should have a shield-wall formation aswell. Would help a lot when commanding a group of hoplites + him. ^^
14. Peltast is speed is really too great for the base unit. Maybe u could speed them up with the leather armor, cause they're the ultimate badass unit in the game, by now.. they're overpowering Elkodromoi by much^^

Well, i hope that this can give some feedback and mood for keeping you guys modding \o/
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#25 Kwen

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Posted 08 January 2012 - 08:03 PM

I can answer a few of these.

2. The idea behind it, is that Leonidas has his helmet off while idle and there are no enemies nearby, and as soon as he engages into "combat mode" he dawns his helmet. I think the idea was to have the helmet seated atop his head when out of combat, but that art never got incorporated.
4. The BFME2 AI is very primitive, and in fact the TPW AI barely functions at all. It's more of a throw together so people would actually have something to do while playing the mod. We attempted to get the AI to use each unit, but it seems they refuse to use some (Peltasts and siege weapons.)
5. The AI only likes to attack resource structures, from what I've noticed. They seem to ignore everything else.
6. Known bug..
7. Yes it's a global upgrade, once the research has been completed, all existing Hoplites receive it, and any created from there on out.
8. While marching, there currently is no attack while moving animations. While sprinting, they should have some...
9. Same reason as 4.
12. The idea behind it, is while sprinting the Hoplites/Ekdromoi are extremely vulnerable to damage. If Peltasts hit them while they're sprinting they will be slaughtered. It's not quite balanced out to that yet, but I believe that was the goal. While they are marching they are default stats, and while they are in Phalanx they are basically Battle-Tanks, but they cannot move very well at all.
14. Balance issues.. A good way to defend against Peltasts is to flank with Ekdromoi, however the AI doesn't do this. I think you'll find the gameplay to be a bit different if you do a PvP match rather then versus the AI.

Hope I was able to clear things up, if I'm mistaken on anything Lauri or Matias can correct me. :p

Edited by Kwen, 08 January 2012 - 08:06 PM.
Correcting number..

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#26 luh-koala

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Posted 08 January 2012 - 09:05 PM

2 Sure, thats a great idea^^ Still works pretty nicely =)

4-9. Hmmm, make sense. the hoplite AI logic is pretty good thus.. Would be lovely to see AI changing stances, thus. =)
6. They have some reactions based on threat level after the initial triggerset, i guess. Its still playable, mostly for the hoplite logics. Also good =D
7. Sure, cool.
12. Hmmm, interesting. was very ellusive, have to agreed with that.

Heheh, think it was pretty good info, thanks!

o/
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#27 Lauri

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Posted 08 January 2012 - 10:14 PM

2. The purpose was for the other Spartan Hero (not yet in the mod) to have the exact thing Kwen says, and it wasn't suppose to be something for Leonidas at all. However, while testing my theory of getting it to work, I used Leonidas. And since he looks kinda cool without the helmet, I decided to let him have the same 'feature' aswell. Still, he could have his helmet at the back of his head instead of not at all, I agree.

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#28 luh-koala

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Posted 14 January 2012 - 04:52 PM

Hey guys.. i was doing some experiences in a way to fix the AI (and stop them to just attack buildings and ignore the hoplites)..

And i figured something interesting =D I had some hoplites in "Run" Stance, and the AI attacked them when reached my base. Then, i've turned all the hoplites to phalanx and let them there, and no more AI attacking. they just turn to the buildings.
After figuring that, i've gone to /hordes/hoplitehordes.ini and had put this tag into the childobject:

Spoiler


After that, the hoplites are looking to attack even when on Phalanx.. im not sure if im right or is just delusions, but maybe is a idea.. XD

Also, someone have a tip to make AI build Peltasts / Ekdromoi? i've been trying for 3 weeks, didnt found a single clue =(

Thanks in advance \o/

Edited by luh-koala, 14 January 2012 - 04:52 PM.

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