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Messages - pianolarva

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I didn't expect this. Isn't it bad? In my experience, that makes archers too strong against buildings. It also has some odd costs for upgrades.

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Mods & Development / Re: Wall Balance mode (multiplayer)
« on: November 14, 2024, 09:49:55 PM »
more maps

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Cartography & Custom Maps / Wallmap1 - multiplayer
« on: September 07, 2024, 03:56:31 PM »
Small size
Early buildings are already there. And an archer.
For 2 players; one human, one orc
Low/medium resources.

v2:
you can only build at certain places, to prevent rows of buildings and similar strategies.

v5:
different layout, just two mines.

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Mods & Development / Re: Wall Balance mode (multiplayer)
« on: August 31, 2024, 08:13:05 PM »
You are so knowledgeable about this game. AOE makes sense, less clicking, but maybe was troublesome to implement.
Yes, I meant BL lower than x2. I'm using it.

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Mods & Development / Re: Wall Balance mode (multiplayer)
« on: August 31, 2024, 05:43:33 PM »
@Pandaprewmaster325 They are basically 120hp.

@Mistral My wishlist for the trig editor. I see it as a tool for balancing, not for creating new games.
- rework/improvements on berserker upgrades.
- can fire rate of units change?
- bloodlust fixed at lower values.
- autoheal is fixed at 5manaxhp. Lower?
- spell ranges

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Strategy & Replays / Re: Balance
« on: August 12, 2024, 09:27:27 PM »
Not a fan of the visuals, but I may try it, as long as it's balanced too.

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Strategy & Replays / Re: Balance
« on: August 12, 2024, 08:39:51 PM »
Yes. You may find testers here, who knows. Ha, sorry.

----

Those peons that go a long distance to find gold after the first mine has been depleted, but never return home.
Good. If all those glaring problems are out, I'm interested.

Yes, I just tweaked numbers. I know.

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Strategy & Replays / Re: Balance
« on: August 12, 2024, 07:52:33 PM »
https://forum.war2.ru/index.php?topic=7143.0
Like does it still do stuff like sending lonely ballistas, or long mine journeys?
I'm reading, those are quite good changes.

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Strategy & Replays / Re: Balance
« on: August 12, 2024, 07:36:52 PM »
@Pandaprewmaster325 I'll play it if you manage to do it.

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Strategy & Replays / Re: Balance
« on: August 12, 2024, 07:25:36 PM »
I played my wall mode but against the computer.
You've worked on AI on your mods. Have you managed to make it half smart?

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Strategy & Replays / Re: Balance
« on: August 12, 2024, 06:47:13 PM »
@dannyldd I tested my mode just to see if it worked... computer beat me. Twice. Just balancing makes it much stronger. Did that happen to you?
Does your new AI use all the spells? Or avoids towers a bit more?

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Strategy & Replays / Re: Balance
« on: August 12, 2024, 09:57:31 AM »
I don't see the point then.
You can play with costs to make a faction release less amount of powerful units. But you've seen how outnumbering the enemy matters.

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Strategy & Replays / Re: Balance
« on: August 11, 2024, 09:10:09 PM »
So you just threw half an idea out there expecting feedback.


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Combos as counters? Mages spending all their mana for that? Just nerf the spells. Sure, inviz can help you. To disappear.
Micro can be a pain anyway.
Flame shield: idk it could be good, it could be the worst.

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Strategy & Replays / Re: Balance
« on: August 11, 2024, 03:19:57 PM »
Feedback from experienced players would be more valuable. I think it's fine, they are not massive changes, it's solid, but the interesting part is what you do with humans. No need to go into numbers. As of now, you haven't said much about balance as a whole. I don't see it either, humans are going to improve how?

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Strategy & Replays / Re: Balance
« on: August 11, 2024, 01:29:08 PM »
I like that.

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