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Messages - pianolarva

Pages: 1 [2] 3 4
16
Strategy & Replays / Re: Balance
« on: August 10, 2024, 01:19:30 PM »
I see you've catched up. It is what it is. However, there are people that still care about the game.

17
Strategy & Replays / Re: Balance
« on: August 09, 2024, 02:13:22 PM »
Also, aren't the armor upgrades inconsistent? The first upgrade will help a footman against arrows, but not the second one, and neither will help the knight. Correcting it would make archers even weaker.

18
Strategy & Replays / Re: Balance
« on: August 09, 2024, 12:00:35 PM »
@dannyldd Runes gameplay after min1430. 200mana seems fine.

302 Moved
www.youtube.com/ watch?v=4WMskWHo9vQ there

19
@dannyldd The same ones that complain about it being x2. I read you all.
What I don't like about auto-healing is the lack of animation.
Actually, I don't have a problem with it being 50mana. I have my opinion on my post. (ok, 50 is too low)

20
Some things I would look into:

Attack speed: archers, dragons
Range: blizz, runes
Powerbuilding and repairing: players do it like it's free
Bloodlust at x1.5: as long as it keeps that "here come the ogres straight at you destroying everything" effect.
Modifying or replacing ranger upgrades: they're good ideas but not useful.



21
Support Requests / Re: Map errors on editor
« on: August 05, 2024, 01:49:31 PM »
Interesting how deep you got to create this tool. It's fine, I found some KPuds that worked well.

22
Support Requests / Re: Map errors on editor
« on: July 19, 2024, 01:21:06 PM »
didn't try that, because I remembered my problem also occurs when I use xEd

23
Support Requests / Re: Map errors on editor
« on: July 19, 2024, 12:13:21 PM »
thanks, didn't work. I'll try deleting the triggers editor and see what happens

24
Support Requests / Map errors on editor
« on: July 16, 2024, 08:28:11 PM »
I've been using editors, including the triggers editor and now I have his problem.

Whenever I load a map from the folders "Ladder", "Classic", and more on the editor, I see mistakes on some values. I'll have holy vision costing 1500; peasants with like 450 score points; I'll play and when I research death and decay, I'll get the autoheal icon.
I even tried downloading the maps again from this website. I load them on the editor. Same happens. Should I reinstall?

25
Strategy & Replays / Re: Balance
« on: July 08, 2024, 06:43:35 PM »
Sure, but another advantage of BL is that you already have ogres ready to cast it.
You haven't seen my modifications, I did that to skels.

26
Strategy & Replays / Re: Balance
« on: July 07, 2024, 07:39:04 PM »
@dannyldd I re-read your post. You were right about the changes you made. Archers and dragons need higher fire rate, and blizz needs less range. I also came across players that say that the game is balanced.

27
Server.War2.ru / Re: how to play new ladder
« on: June 23, 2024, 06:48:24 PM »
That's a happy tone. I was wondering why people didn't play sea maps when it's one of the main features of the game. And it's not like the battles are all about the sea which could get boring like Nox says.

28
Cartography & Custom Maps / Re: Maps with human rebalance stats
« on: June 15, 2024, 10:08:48 AM »
I think the prev message meant that you should place some early buildings in your maps.

I'm not sure if balancing early vs late game is the right approach. You're defining how the game is gonna play out before it started. Besides, it would be quite hard to balance. On the other hand, it has uneven footman vs grunts which I like.

29
Mods & Development / Wall Balance mode (multiplayer)
« on: June 14, 2024, 07:16:52 PM »
Now it's on the correct forum.


Main changes:

- Walling will be done with actual walls (hopefully).
- Modifications to make every unit/spell/upgrade useful (biggest changes are about archers, bloodlust, healing, and blizzard. The rest are smaller adjustments)

That's about it. Stats are almost the same so it'll be easy to get into. Unused spells and archers will come into play.


Detailed info (I will be updating this):

UNITS and BUILDINGS:
  • ARCHERS (+): 0 damage, 9 piercing damage (previously it was 3 and 6) – They were too weak before (mainly because of their low fire rate). They serve the same role (choke points, repairing peons, behind some kind of wall) but now there should be a reason to spend on them because they are better in combat, even though footmen will still clearly beat them 1v1. Meet them at the coastline. (previously 9 5. Dmg could be higher).
  • Footmen (-): 5,3dmg (6,3) 1armor (2) – had to, reducing dmg is the way to help archers (Increasing archers dmg even more, caused problems). Ballistas go to 100hp (should be at 95), dk and peons becoming barely more resistant. These changes should only be noticeable against archers, so its not a big change.
  • Knights (-):  6,4dmg (8,4) 2armor (4). New addition: Knights start with 80hp (previously 90). Paladin Training adds 10hp. – Ratio against footmen is the same. Hp at 70 and 80? There would be less pals around, less bloodlust.
  • Ballistas: samey (-10hp)
  • Gryphons/Dragons (+): 20dmg (16). Reduced building time from 250 to 200. 2000 gold. – They were too weak for being the most expensive unit. Next update: 120hp
  • Walls (+): x4 reduced building time, it's fast but not immediate. Building cost now 100gold 50wood (20 10) – Note that walls aren't repairable, but improvements to archers and towers will make up for that.
  • Towers: samey (dmg is at 1 12)
  • Buildings: same, but they may get a .75 hp reduction in the future
UPGRADES and SPELLS:
  • Footman armor upgrade (-): +1 instead of +2  –  to match the dmg upgrade. I also fixed an inconsistency in which the first upgrade would help footmen against arrows, unlike the rest. Now armor upgrades don't defend against arrows. It's also relevant for skeletons, so that they have some power.
  • Footman dmg upgrade (-): +1 instead of +2.
  • Archer arrow upgrades (+) : +3 both (prev +1)– So that it does sth more to footmen, and makes the difference against other trolls.
  • Ballista upgrades (+): +25 both (+15), Gold 800 and 2000 for the second upgrade – no one used it. Each upgrade gave extra 25%dmg. You needed many cats to get value out of it, and I don't think that ever happened. This is closer to where it should be.
  • Ranger training: same. – Next update: +20hp so that you get a 4th shot if knights reach you.
  • Ranger scouting (+): 500 gold (1500)
  • +1Range upgrade (+): 500 gold.
  • Berserker Regeneration (+): 500 gold. – if only it healed 10hp, it would be somewhat balanced against the +3 ranger upgrade, but it doesn't.
  • +3dmg for rangers (+): 1500 gold – It's not as strong as I thought, so I'll leave it in the game.
  • Holy Vision: same. Could be lowered a bit.
  • HEALING (+): From using full mana to heal 42.5hp, to healing 127hp – now 2mana x 1hp. Less would be constant healing, more just makes BL better. It's powerful now; grunts should run away, and unlusted ogres too. It uses autohealing to avoid this problem: healing takes an animation, and you can only heal 40hp each time you cast it, so in battle you would heal very little (even at 1xhp you would have to heal many times. It just doesnt work).
  • Exorcism (+): now you can kill dk with 120mana instead of 240 – Damaging a dk doesn't matter much unless you kill him, which now doesn't require full mana. With the skeleton modifications, it now kills one skeleton with 100mana. Next update: at 1. Otherwise, most of the time you'd rather heal your units than use it against skeletons. DKs will have to move carefully because any pal can run at them an kill them instantly.
  • BLOODLUST (-): fixed at x2. 100mana (50). Increased building time to 200 (100) equal to healing – It still is the most powerful spell in the game. Balance between a spell that increases damage and a spell that heals dmg should be easy (if BL increases 50%, increase heal to match that) but to have both equal while around 100-150mana isnt. I think it would be better to have BL at x1.5 (less would be little dmg, more wouldnt be matched by healing. Actually, less would be better.), and at 100mana (more would mean pals can heal at 130 and orcs dont have a counter); that's the number that makes it about equal with healing.
  • Runes: same – Mana cost should not be cheaper because it would be used all over the battlefield. At 150 you would have ogres using it on gold mines like blizzard.
  • Fireball: (+): 80mana (100)
  • Death Coil (+): 80mana (100) – I think it did little damage for its cost, like -45hp to a knight for 100 mana.
  • Slow: same – While slowing attack speed of enemies is powerful, hasted units can choose their matchup.
  • Polymorph (+): mana 150.
  • Inviz: same
  • Flame Shield: same
  • BLIZZARD/DECAY (-): mana 100 (25), doing less damage. – You used it so much on the gold mine, that now it's basically just for that. It's just two showers that will only kill some peons and injure most of them. To have the same effect it had, you'll need two mages or finish them off with runes. It's no longer useful against buildings, ogres, dragons, there are other options against that. The correct fix would be decreasing the ridiculous range too, but that's not an option.
  • Haste: same
  • Raise dead (+): Skeletons have 50hp, 6dmg, 4pierDmg, 0armor (pals are 90,6,4,2) – Next update: 80hp.
  • Unholy Armor: same
  • Whirlwind: same
I barely changed gold costs even though they deserve new numbers.
Tested and somehow Unholy Armor stays at 100mana


Download:

I applied all these changes into the following maps attached below. Then you just go to the War2Mod channel on the left panel, and play it with the "use map settings" option.
- There's Great White North (GWN4)
- There's also Two Garden (a KPud similar to GOW) (TwoGar2T) without the newest updates (knight dmg, autoheal, skels tower archer adjustments)
- Also added both maps against the computer to test it.

30
Server.War2.ru / Re: Cheats 2
« on: June 13, 2024, 10:38:02 AM »
You could send that program to players that enjoy peon jumping, surely they'll play together with it.

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