SX RPG ADD ON 4.9.10 - now on 1.10.x Server.

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MCP
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

Griffith,
What do you mean hit and run?
Magic Movement spell or a potion is required to run after attacking something your hero cannot kill.
Maybe you can give a specific example, which map, which enemy, what are your stats, and maybe we can help.

vultraz wrote:@MCP 6 PM GMT this Saturday?
Yea so we should have:
jb, paso, Mabuse, you, and I for a nice 5 player game.

See you guys tomorrow.
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Griffith
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Griffith »

For hit and run, yes , i use horse cleric for that , but that needs a lot of mana and works at turn 40+ .
Horse need more movemnt after kill, and cheaper potion (horse can carry a lot).
Mabuse
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

griffith, horse are good units.
else they wouldnt be in the SX era.

good resistances, good speed, paladin has even minorheal (latest version) and a pretty arcane sword

only downfall is the miserable movetype, which requires all 4 terrains slots and perhapes agility to compensate (on the other hand in the latest version yu can as well train FLAT terrain and then your horse has 50% on open, and just train forest, hill+cave which would be at 40% then.
horse would not be abe to pass mountains then though).

so either train forest, hill, cave, mountains +agility (total 150 gold +1 ability point but 50% def on all)
or the cheap variant: flat, forest, hill, cave (total 100, cant pass mountains, only 50% def on flat)
(exchange forest with something else, map dependent)

loyalist horses are the best armored speedy units (8+ moves by default)
although i agree that bat and ghost arent bad either.

however, its not possible to boost single units.
the thing is, if i give units with high movement a bonus then these units will be even better as they already are.

it cost so much money for a low speed unit to get for example 12 moves. a dwarf pays 360 gold for it. even worse. a dwarf dont want to get more since then it starts getting really expensive (and he would have better taken the "quick trait")

a cav pays 100. and can get to 16 moves for 360. 16 moves help a lot when retreating to shops for example. a dragoon is even faster.

anyway, its not possible to "boost" specific units. only in a very "subtle" manner.
for example, i could do something with the CHARGE special.
The best bet is your own, good Taste.
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vultraz
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by vultraz »

Just wondering, but is the game in like, 3 hours?
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
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MCP
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

Google 'gmt time'. It is in 1 hour from now.
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by vultraz »

Well...ATM I'm watching a WoW2 game. Dunno if that's the game or a test run. :P
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?
MCP
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

We have a new game up... we've been whispering you hoping you'd join up.
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vultraz
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by vultraz »

ok, lemme find it/
Creator of Shadows of Deception (for 1.12) and co-creator of the Era of Chaos (for 1.12/1.13).
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by octalot »

At the end of Evil Dead, could one of the tombs have a cauldron of cyan potion in it?
It would help explain the heroes' addiction in WoW II. :lol2:
Currently updating the SurvivalXtreme Collection, and the SXC Pressure scenario. That's about a mermish necromancer, who's just found out that her Tentacles Of The Deep have been nerfed.
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by MCP »

I have a reborn respect for 5p SX RPG on the hardest difficulty.

I noticed the Paladin is a harder to use due to new enemy variety. In (much) earlier versions, Paladin was good from start to finish with very few hiccups.

For me, the difference between experienced and expert is I get to buy two +4 dam/+1 strike instead of only one, with a few minor modifications to other things. This makes it possible for the paladin to get kills more quickly.
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by vultraz »

Sorry guys for leaving suddenly like that, but I literally fell asleep at the keyboard. :oops: Stayed up too late to play, and then....sorry :doh: :P
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Zombie_Fairy
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Zombie_Fairy »

Since buyable marksman special gets automatically replaced by precision for rangers, wouldn't it be logical to do this to "natural" marksmanship (e.g. Elvish Sharpshooter's attack) too?
And also, full heals from shops and red potions drop overhealed heroes' health down to maximum (along with healing them from slowdown and poison, the reason why you may want to use heals). Does this work as intended?
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Mabuse
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

@Zombie: good point with the natural marksmanship.
Also good point with the red potions and shop healing.
will take care of those.


@MCP, VULTARZ, JB, PASO:
Pleasure to play with you. although we failed hard.
paso and me did a last run with 5 heroes, which went better due to the gathered expierience ;)
but we lost two heroes by sufering from bad concentration and so i gave it up.
(ghost was nice a cave explorer in final game, but in the very end, i feel that dwarf warrior still is the best for it.)

the challenge still holds.
also it reminded me that EXPERT is not a forgiving setting - you dont need either only the best heroes, you also need a working strategy.

the 2nd western cave is simply too hard too take early in 5P game.


POST 2:
Mabuse wrote:@Zombie: good point with the natural marksmanship.
Also good point with the red potions and shop healing.
will take care of those.
btw, i just wanna remind myself that PLAGUE special, is also somethign that needs some care.
default-plague will get the SLOW upgrade (to boost necromancer a bit)

Mabuse wrote: the challenge still holds.
also it reminded me that EXPERT is not a forgiving setting - you dont need either only the best heroes, you also need a working strategy.

the 2nd western cave is simply too hard too take early in 5P game.

btw, my preferred team on evil dead:
team "back to the roots"

shaman - mage (fireball+torch) (resilient trait) ---> sylph
mage - mage/ranger (energywave+torch) (resilient trait) ---> silver mage
thunderer - ranger (energywave+torch) (resilient trait) ---> dragonguard
rider - warrior (berserkersword+torch) (resilient trait) ---> paladin
dwarf - warrior (berserkersword+torch) (resilient trait) ---> dwarfen lord

i will play these days on server with this team.

thunderer goes 1 west cave (get yellow pot and then join team again after clearing, maybe levels up before), dwarf warrior get +1 blade armor/+2 pierce and is send to the north cave

mage/shaman/rider hold frontline, around turn 20 they must leave for killing ai6, darf joins them when he leaves the north cave on the north exit.

if someone wanna join and take a slot let me know it ;).


POST 3:

EDIT:

on a note:
i found out that if you train flat terrain from 40% to 50% def (in terrain training shop) you also get 50% on forests "as a bonus". that is kinda cool for cavalry, since they get flat, forest, hill, cave terrain training and have both on flat and plain-forests (not forested hills) 50% def,

no need for agility for cavalry. cool bonus if you ask me
Last edited by Crendgrim on April 3rd, 2012, 8:28 am, edited 1 time in total.
Reason: Merged consecutive posts
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Mabuse
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Mabuse »

Another note:
--------------

yes, five.
and they put the demons to good use.
(btw, in our game on evil dead we simply used the most crappy strategy i ever thought off.
if you send a solid warrior dwarf into the north caves (btw, hammer of rage and fireblade works fine), and use a thunderer to clear the 1st west cave (by using a yellow pot) and stay with 3 heroes in center its turns out more than good.
also on turn 20 its time to rush ai6.)


About the SUMMON SPELL:
----------------------------
now i dont want to spoil the fun, but the demons were probably a bit too strong.
also reaper demons can cross chasms which will be restricted in the future version.

by now the summoned demons are "1 level" stronger than the creeps of the enemies,
however, the base frame of the demons is already very good (and this result in a slight unbalance against the other spells).

superiority on all weapons, 60% defense almost everywhere, 85 base HP, solid resists

so it would be okay (and would not spoil the strategy) if the summoned demons get reduced to creep level when summoned. as a slight add they get "minor_regen" which restores 10% of their Health each turn. also the mana-cost will be a bit higher.


also, 1 player start gold gets reduced by another 50 to 1750

and: warrior class get +2 melee damage as class bonus (old: +1)


POST 2:

ABOUT THE MAGE:
------------------------

surely from pure firepower its weaker than ranger,
but mage has spells.

intelligent gives mage an ability point.

ability-point-balance:
-------------------------
so a non-magic character has 4 ability points. and each class has a special ability.
that makes 3 free abilities + special ability (which is recommended to get)

mage/cleric has 5 ability points:
that makes 3 free abilities + 2 spells + healing spell (which is free to have)
if you give it intelligence you can have even 3 spells + healing

and if you then decide that you really need a 4th spell badly, then you can even buy an ability point in the shop.


i agree though, that mage should probably have the most powerful spells, so i think about restricting/add more variation to things a bit.





SPELL VARIATION:
----------------------

In the next Version 4.0.0 there may be some spell variation.
In the end i want it that MAGE has the most versatile/powerful magic.

cleric: will be able to only summon arcane "demons" which will be angels instead though.
the healing spell of the cleric will be more effective

roguemage: already has no healing spell, but he will also suffer from a sumon demons penalty.
also only arcane demons available. (roguemage get only +1 ranged damage bonus (not +1 both))

mage: FIREBALL/ICEBALL/ENERGYBALL spells will become more effective
full access to all demons
Last edited by Crendgrim on April 3rd, 2012, 8:29 am, edited 1 time in total.
Reason: Merged double post
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Griffith
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Re: SX RPG ADD ON 3.9.93h - now on 1.10.0 Server.

Post by Griffith »

does that work : units with 8 or more BASE moves get +1 move after a kill

i play ranger as melee now.
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