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Lone Wolf Beta 0.999 Plans and Fix List


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#1 Radspakr Wolfbane

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Posted 26 November 2012 - 12:17 PM

Lone Wolf Mod Beta Update 0.999


After some thought I've decided to readdress Beta 0.999 and in order to save time I've decided to make it a coding only update.

This update will make use of a new launcher which has been used for the LWR's private alphas.


Update Information:


The update will be a small big file instead of a full upload and the launcher will provide easy usability with run the mod as simple as selecting an option this update will also have an installer to make running even easier.

Due to the limitations of the new launcher it's recommended that you have the game installed in the default directory but directions will be included for manual launching.

You'll also need to download Beta 0.35 installer or non installer version so this update will work.

The new launcher is an easy to use exe file that will allow you some basic options it will serve as an early public test for LWR's future launcher.

I'm considering a blood patch option so you can decide whether or not you want gore.

But I need help:

Since I haven't played the old LW since I started work on LWR I have no idea what needs fixing.

So post below all the bugs and balance issues that need to be addressed so that I can fix them.


Some restrictions though:

  • No new art will be added except in the case that it's really needed, this is to keep the file size and dev time down.
  • Erebor, Arnor, Mirkwood, Fiefdoms, Eriador and Dunland won't be included.
  • The factions released will be Mordor, Isengard, Rohan, Gondor, Morgul, Dol Guldur, Harad, Rhun, Lorien, Rivendell, Dale and the Deep.
  • The tech trees may be adjusted but won't be the same as what's in store for LWR.
  • Some bases will fixed or changed as necessary.
  • I'm hoping to have AI on all EA maps but if it's not done in time I'll release another patch adding them.
  • I'm considering adding some of the new LWR mapping assets to this release so that some of the newer LWR maps can be supported.

Known issues on the list:

  • Amon Hen (the most requested fix)
  • Harad Castle (the hotfix will be added automatically)

Planned Changes:

  • Removing "Guard units" from Citadels
  • Updating Outposts to LWR standard (1000 cost with 3 Sentry towers)
  • Lowering Initial money to 1500 (more than vanilla less than 0.35)
  • Updating Rohan to LWR version
  • Updating some Gondor heroes to LWR versions
  • Updating some artwork to LWR standards (ie: Gondor Soldiers, Rohan buildings)

I'll need lots of feedback if I'm to make this release as polished as possible so if it's not listed I can't fix it.

Post your suggestions below and watch this forum for more update information.


Not in initial release:

  • Due to time constraints AI improvement and EA maps won't be included in the initial release but will be added sometime soon but I will double check and list supported maps.
Change List Topic

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#2 NBTGlen

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Posted 26 November 2012 - 12:42 PM

Mordors banners have dead rohan horsemen at times.
Some units are impossible to click on to attack such as , warg riders , Isengard captains, mordor captain and certain heros.
Some times the game glitches and certain buildings cant be destroyed (usually a slaughter house) so the game cant be won and you have to quit.
Game crashes the second a gondor battering ram is just about to hit a building.
Dol amaroth arrives in the battle of minith tirith before the gondor person says dol amaroth has arrived.

Thoose are some i can think of

#3 Radspakr Wolfbane

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Posted 26 November 2012 - 01:04 PM

I've had no luck with the structure bug it's mysterious but if it happens you can destroy them with some hero abilities like AOEs.

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#4 rohirim91

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Posted 26 November 2012 - 09:57 PM

Hi i have a very anoying bug, its when you mount rohan royal guard and deselct it, the horse turns into a "mess" , you wont have much work on it cuz im a moder and i only replace them with another working animation , also please add portraits to the units and strings.
Hope this helps ;) (give royal gurads more health and armor)

#5 NBTGlen

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Posted 26 November 2012 - 11:13 PM

2nd that with the royal gaurds , they get too killed easily.
Also Eomer animiation for when he mount's horse is broken as well as the horse doesn't appear.
Also rohans archers die quite quickly to mordors orc's

#6 NBTGlen

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Posted 30 November 2012 - 12:45 PM

On waether hills. when an archer group is in a tower and the tower is destroyed the group becomes 5 seperate units.
On the gondor power tree the power that creates a green grass and a tre (cant remember what its called) cant be bought ( if you know what i mean)
Mordor on ai hard does seem to create anything but orcs, would like to see them make some trolls and seige weapons on siegemaps like helms deep.

Going to go on evil campaign soon , Ill give you a list of bugs from that as soon as possible

#7 Goldtouch

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Posted 30 November 2012 - 05:27 PM

I'm still no fan of the adding more "stuff" to the game.
It brings so many balance issues...
After my first session
(I think my last) of testing I made following bug report.


Overall Balance issues
Outside mills farms start as rank 1. (outside farms/mills loose their purpose to kill or get in the first place)

The heroes are way to superior and in a large amount Which will result into "hero only game".

The amount of money you start with is way too high. This result in very fast game over & alot of "cheesing".

Isengard

Balance issue
Start of game Two uruk batalions (fast strong units that are know for their rushing citadels)


Visual issue
Saruman's "way of pain" isn't unlocked at rank 8 but on 10 (description error).
"multi color" power has no image.


Lothlorien

Haldir does an attack animation when moving.

When constructing an outpost an dwarfen building appears than the gondor outpost build animation starts when done it shows the elven outpost.

GONDOR

When building outpost near an lair you just killed, the "guards" of the outpost start attacking the lair and you can't stop them so they steal your "experience".

When selecting heal "cloudbreak" is available without the need to follow the hierarchy.

The workshop(catapults) can't be build inside camps.

Visual bug:
the "ram" is controlled by dwarfs headed units with orc sounds.

ROHAN

bugs:
A bug that makes it hard to select any of the custom made units.
(you have to click near the ground to be able to select a single unit or batalion)

Unable to attackmove with any of the custom made units.

There is no glowing effect on units so its hard to tell when there is any leadership active.

No units can be combined.

balance issue
Hama & elfhelm can kill a troll in one strike ranks up to 5, 6 when killing lair.

Gamlings "true shot" ability enables only in sword mode.
Gamling can shoot true shot while mounted.(even if the above bug is fixed this will still be possible)

This applies to almost all custom units...


Grass lands: The tree at the center of the grass doesn't show any units that stand behind it.

visual bug
Royal guard : animation bug at the beginning and ending when selecting/deslecting 'him'.
Its worse when his mounted and deselected.

No alpha coloring implented in the texturing will cause frustration into finding which ones are from your allieds and which are from your foes.

Eomer when ranked up to 4 (with the custom skin) lacks a horse when being mounted.

Edited by THORONGlL, 30 November 2012 - 09:30 PM.


#8 Naugrim.

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Posted 30 November 2012 - 08:46 PM

The workshop(catapults) can't be build inside camps.


Not a bug, that's actually a new feature. Siege weapons in history were more often built nearby the castle being attacked, not carried all the way from the attacker's castle.

Edited by Naugrim., 30 November 2012 - 08:47 PM.


#9 Goldtouch

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Posted 30 November 2012 - 09:16 PM

Well if that is true than it hasn't been thought through...

There are maps where you start with a camp...

The workshop(catapults) can't be build inside camps.


Not a bug, that's actually a new feature. Siege weapons in history were more often built nearby the castle being attacked, not carried all the way from the attacker's castle.



#10 Rider of Rohan

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Posted 30 November 2012 - 09:23 PM

We'll if it is a camp i doubt you'd need siege engines to break into a camp, the only concern from me on this is in fortress vs camps maps, would there be a map.ini allowing access to seige weapons via camp ?

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#11 Radspakr Wolfbane

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Posted 30 November 2012 - 11:09 PM

Siege weapons can only be built from Outposts now.
Most maps have outposts on them except one castle map which will be getting an outpost.
It was added to encourage more expansion in game play.

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#12 Kastorus

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Posted 01 December 2012 - 08:47 AM

Can i ask what about AI?Will it be harder?Because i think its not so hard now i can win 1vs7

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#13 Radspakr Wolfbane

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Posted 01 December 2012 - 09:38 AM

AI will depend on how much time I have left between now and when I'm ready to release the unfortunate thing is AI for BFME 1 takes a very long time.

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#14 Goldtouch

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Posted 01 December 2012 - 10:37 AM

Are you gonna add more stuff?

#15 Radspakr Wolfbane

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Posted 01 December 2012 - 10:43 AM

This is a bug and balance update.
So very little art will be added and few major changes made.

My primary focus is still LWR this update is just a side project.

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#16 NBTGlen

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Posted 01 December 2012 - 05:26 PM

ok guys list of bugs i found when playing.

firemier (sorry for bad spelling) doesnt have a proper running animation (this is with some other heros like mardil and possibly some rohan heros).
sieging helms deep the map (i have one ) is impossible since siege can only be built in out posts and there no outposts on helms deep.
when gondor rangers and gondor soldiers are merged together they become lvl 10.
rohan gain power too quickly makign it easy to get an advantage.

#17 NBTGlen

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Posted 01 December 2012 - 07:34 PM

ok gondor when rangers and gondor soldiers merge there instantly level 10
gandalf is lvl 0 and only has 1 power and is grey for gondor
rohan gain powers too quickly making them too powerful
due to siege only built in outposts the attacking teem cant siege helms deep on my helms deep map
for some heros such as farimire ,mirdil and maybe some rohan heros dont have a walking/running animation while moving so they revert to attacking motion.
Also the new haridrim destroy rangers making rangers useless in a level in the good campaign that praticticly the only thing you use. (northern ithilian)

more too come as i destroy this game to find the bugs

ps:sorry for posting twice didnt realise I posted the first time as the internet crashed and I thought it wouldnt post

Edited by NBTGlen, 01 December 2012 - 07:36 PM.


#18 NBTGlen

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Posted 04 December 2012 - 11:28 PM

OK play through campaign part 1
Isengard first mission
In the first wave of ents and elves they dont move , they stay near the edge of the map untill you come out and kill them.
Evil get their initial pop limit at the beginning of evil campaign , good don't in their campaign

#19 NBTGlen

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Posted 05 December 2012 - 11:24 PM

Playing thorugh campaign evil part 2

ok was just about to play amon hen and the game crashed.
I believe this not to just be a good campaign bug but an evil campaign one too.

#20 Rider of Rohan

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Posted 05 December 2012 - 11:29 PM

It's not meant to be played in campaign though

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