SX Development

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Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

Hey Warfall,
no matter you want to be in the Hall of Fame or not, i think you deserved a place there :D
your post is very appreciated.

some answers:
'time to times' when reaching hex 28,57 you don't get the 25% bonus for attack, the message says 'you already have it' !!! which is plain false ;-)))
usually it says "you already have a similar item like that" if you already collected (with that hero) the sword, sceptre or ring of darkness before.

all of these items give a non-cumulative +25% damage bonus. so theres a safety check, in case a hero already has an item like that.

i checked the code and it seems to be correct. in my games i also never had problems with it.
i can check it again though. but i think your hero might have taken the sword item before
and even worst, 'time to times' when reaching hex 76,38 77,40 and 78,41 deliver you the stuff but do _not_ increase the according defense (arcane, cold, fire) by 20%, the defense stay not changed, very often 30% (set up to 50% with dauntless/steadfast). This is horrible ;-)))
hehe. here the case is clear.

imagine the following case:

you have an arcane resistance of 30%
dauntless and steadfast double up your resistance to a maximum of 50%
important to know is that your REAL resistance is still 30%.
dauntless and steadfast only increase the combat resistance, not the REAL resistance.

if you now collect the SPIRITSTAFF which gives +20 arcane resistance, your REAL resistance is raised from 30% to 50%

since you already purchased dauntless and steadfast you wont recognize any difference since your "pimped" resistances were already at 50% ;)


this is really important to consider when taking these resistance-boost items, when you have DAUNTLESS and STEADFAST and the REAL resistance would not get higher than 50% after taking them, then they will be wasted.
exception is your real resistance is < 25%, then you would raise real resistances above or equal 25% with the items, and thus dauntless and steadfast double them up to 50%

examples:

1)
arcane resistance is 30%. dauntless/steadfast doubles it to 50%
after taking the spiritstaff (+20% arcane) the effective resistance is 50%
(worst use)

2)
arcane resistance is 10%. dauntless/steadfast doubles it to 20%
after taking the spiritstaff (+20% arcane) the effective resistance is 50%

3)
arcane resistance is 40%. dauntless/steadfast doubles it to 50%
after taking the spiritstaff (+20% arcane) the effective resistance is 60%

3)
arcane resistance is 60%. dauntless/steadfast has no effect
after taking the spiritstaff (+20% arcane) the effective resistance is 80%
The best bet is your own, good Taste.
Warfall
Posts: 126
Joined: March 28th, 2009, 5:55 pm

Re:

Post by Warfall »

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Last edited by Warfall on July 6th, 2015, 4:03 pm, edited 2 times in total.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

ok, i see.
then it is indeed some variables initialisation thingy.

i can solve that problem.
the thing is:

the mentioned variables dont get initialsed at the beginning. ;)
it is simply assumed that they dont exist at game start and get later defined.

but if you play several games on a local machine it may be that wesnoth keeps the variables defined from the previous game.

thx for pointing that out. i will fix the mentioned issues immediatly.


EDIT.
----------

btw, ... im an idiot :D
i just checked the code again, and i have realized that i use the same variables for the shop weapons and some +25% items :D (bow, sword)

gets fixed asap.

i have still no idea what could be wrong with the armor items though


EDIT
the thing is:

the mentioned variables dont get initialsed at the beginning. ;)
it is simply assumed that they dont exist at game start and get later defined.
btw, this is of course wrong. the variables get defined in the beginning
though i dont know if that is even nessessary. ;)

however, i fixed that bow/sword thing, due to wrong variables got used (variables got used twice)

i have yet no idea how to fix the armor-item-problem though, since i cannot see atm what can be wrong
The best bet is your own, good Taste.
Warfall
Posts: 126
Joined: March 28th, 2009, 5:55 pm

Re:

Post by Warfall »

-
Last edited by Warfall on July 6th, 2015, 4:03 pm, edited 2 times in total.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

Warfall wrote:Only a little typo on the numbering i guess ? Or do you have reverted to 3.4.2 branch ?
nah, i cannot explain why it shows 3.4.2b and the drake-picture to be honest.
the pbl file says something else.
i have uploaded it countless times - with no effect.

EDIT: fixed now (for some reason i had to create a completely new pbl file)

btw, the most current version is 3.9.8a now:
-------------------------------------------------

rogue also got stunning-shield-use ability
light-foot ability got discarded
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

and while we at it:
---------------------

3.9.9 Version
3.9.9 : Rogues damage cost -5 gold, rangers potions cost about -25%
on 5 Players start each players gets 850 gold (formerly it was 800 gold per player)
solo player gold was reduced by 200 to 2200 (formerly it was 2400)
chest drop on death mode reduced to a max. of 350 gold.



so in short: rogues damage got a bit cheaper - big buff for rogue
also slight buff for ranger
5 player start is a bit more convenient now
solo game a bit harder
The best bet is your own, good Taste.
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BuBu
Posts: 132
Joined: June 23rd, 2007, 5:53 pm
Location: A country in the world

Re: SX Development

Post by BuBu »

Hello,

Mabuse,

You told that will add new units to sx rpg era in the topic of replays :wink: ...


i have read your suggestions and GHOST, DRAKE BURNER and MERMAN HUNTER will be added to the era.
Did you remember?

wolf rider will be interesting because of high move and fire and net attack or poison (no need buy weapons in the shop store).
Take a look in the things that i did: 6p - Secret Valley , MAP for SX
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

hi,

sorry forgot about that one. will get added asap. :)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

wanted to add that version 3.9.9a is uploaded soon
it features a new icon for healing in shop and added some units (drake burner, ghost, merman hunter, wolf rider to SXRPG era (as suggested by BUBU)



ABOUT THE ADDDED UNITS:
------------------------------------


Ghost:
all in all a good unit its greatest downfall is the low customization of the armor, since the default is already very high, it has also low base hp, but the good movetype/good moves and arcane melee + high default armor makes up for that.
in former sx versions (without armor management, with drain) ghost was very OP, but now its perfectly playable - tbh it was taken out since i considered it as useless due to its low customization-potencial - but now it found its way back in - enjoy.


Drake Burner:
a worthy add to the drakes which are already taken into the era. it can fly and has solid base armor

Merman Hunter:
another sea movetype which can level to a unit with a ranged slow weapon

Wolf Rider:
high base moves and it can level up to a unit with fire melee and ranged slow
The best bet is your own, good Taste.
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BuBu
Posts: 132
Joined: June 23rd, 2007, 5:53 pm
Location: A country in the world

Re: SX Development

Post by BuBu »

Hello,

I found a problems when a unit die and didnt drop the chest:

I was playing Wizard of War II and after the death of a player's unit sometimes the chest disappeared and i was moving and got in hex i received all the gold (in wrong place and no icon of the chest over the terrain). I didnt remember if was first or second death...
Take a look in the things that i did: 6p - Secret Valley , MAP for SX
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

BuBu wrote:Hello,

I found a problems when a unit die and didnt drop the chest:

I was playing Wizard of War II and after the death of a player's unit sometimes the chest disappeared and i was moving and got in hex i received all the gold (in wrong place and no icon of the chest over the terrain). I didnt remember if was first or second death...
thx for reporting, bubu.
i was able to produce this bug for myself.

will be fixed as soon as possible
(probably along with another add)
The best bet is your own, good Taste.
User avatar
BuBu
Posts: 132
Joined: June 23rd, 2007, 5:53 pm
Location: A country in the world

Re: SX Development

Post by BuBu »

Your sx is the best and have a lot of code (should be hard to update to 1.10) ... do you know when SXRPG will be available to 1.10?
Take a look in the things that i did: 6p - Secret Valley , MAP for SX
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vultraz
Developer
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Re: SX Development

Post by vultraz »

No offense Mabuse, but the SXRPG code is quite messy. I had a lot of trouble trying to adapt it for my needs in NX, and ended up just rewriting most of it. Maybe during the 1.10 update you could make it a bit more readable/logical? Again, no offense. ;)
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
SurvivalXtreme rocks!!!
What happens when you get scared half to death...twice?
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

vultraz wrote:No offense Mabuse, but the SXRPG code is quite messy. I had a lot of trouble trying to adapt it for my needs in NX, and ended up just rewriting most of it. Maybe during the 1.10 update you could make it a bit more readable/logical? Again, no offense. ;)
no offense vultraz, but not everything that you dont understand is messy
(if you have questions you are welcome to ask)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

BuBu wrote:Your sx is the best and have a lot of code (should be hard to update to 1.10) ... do you know when SXRPG will be available to 1.10?
hello BuBu. soon it will be available. I hope it isnt too hard to port it.
although i ran into several problems already, but im sure i can handle it ;)

in the end the most sx code is pretty basic :)
there are some macros missing though
The best bet is your own, good Taste.
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