SurvivalXtreme: Version C.01!

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Mabuse
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by Mabuse »

hehe, btw, maybe relaoding was a better decision since i forgot to mention that the "moving boss output" is kinda doubled when north gate is opened ;) (for the affected ai players)
The best bet is your own, good Taste.
MCP
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by MCP »

I almost beat SX Braveheart(v.08 by stf) with just a wose and 5 dodge rings. 90% dodge in the woods.

The last lich leader really puts a stop in it. But just 100% impact/pierce and the zerk sword.
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Golbeeze
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by Golbeeze »

updated to 2.0.1

Updates include: a couple fixes, new creep guards, new items, reworked some stats for some creeps

enjoy :)
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

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Golbeeze
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by Golbeeze »

Updated to 2.0.2

I forgot the MP limit. 25 extra now- no more breaking the chasm / cave walls with the strange units with a limit of 50 instead of 99/100
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

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MCP
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by MCP »

edit: Nevermind this wolf is neutral.
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Golbeeze
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by Golbeeze »

OK, updated to 3.0.0

HUGE update...I lost track of everything :lol2:

-4 new maps, requiring mercenaries
-some shop changes
-some boss changes
-some unit changes
-some terrain changes
-some other random stuff I'm sure
-also fixed AI bugs

Check it out! :D
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

Add-ons in 1.8: Golbeeze's Maps, Golbeeze's RPGs, Evolving Era
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MCP
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by MCP »

Golbeeze:
Turn 62 on rush, it resummoned orange, and it's been in calc for over ten(twenty!) minutes on a guy who doesn't have berserk, while the guy who has berserk is all the way across the map out of range. Yea don't resummon, it's already difficult enough. If one of the leaders requires more gold to beat, then just reduce its hp and damage a bit in a later update.

I have an alternate suggestion as well, if one leader dies, another leader will get its gold, or a portion of it, for the remainder of the game. Eventually the last leader will have a hefty bonus of gold per turn.
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Golbeeze
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by Golbeeze »

I'm gonna remove it as I've asked several people and no one seems to like regenerating bosses. I also have plans to modify the shop some more. It will be updated over the weekend.
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

Add-ons in 1.8: Golbeeze's Maps, Golbeeze's RPGs, Evolving Era
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MCP
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by MCP »

Figure is broken:
Unknown unit 'Enchshdw'
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Golbeeze
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by Golbeeze »

It works on my end....Did you download the latest mercs? It is probably because of Mercenaries 8.7. I'll let PK know.

Possibly from an edit to Mercs RPG era, I don't know. I'll talk to him.
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

Add-ons in 1.8: Golbeeze's Maps, Golbeeze's RPGs, Evolving Era
Contributor to and Maintainer of Mercenaries
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Golbeeze
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Re: SurvivalXtreme: Version 2.08b. Final version.

Post by Golbeeze »

Ok, updated. 3.0.1:

-Removed undesirable boss regens
-added rage to weapon smith for melee weapons and magical for ranged weapons

------------------------------------------------------
updated to 3.0.2
The organization of my shops was bothering me, so now they all go from least expensive to most expensive within their damage types. Some abilties were added and some were removed in both the "Ability Store" (formerly the Specialty Store) and the weapon smith. I also added backstab and slows for the force weaponry in the weapon smith.
---------------------------------------
updated to 3.0.3
I made a slight terrain fix on SXGE_Figure and removed a useless guard.
My_Own_Minion: get rid of the scientist, i can take the blind guy

Talkative: You're like the Wizard of Oz, but evil.

Add-ons in 1.8: Golbeeze's Maps, Golbeeze's RPGs, Evolving Era
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Clonkinator
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Re: SurvivalXtreme: Version 2.09!

Post by Clonkinator »

Hi there! I actually wanted not to work on SX anymore, but Woodmouse invited me to play some SX with him today - which reminded me that I wanted to do something special.

I present you with version 2.09 - so what's new, you might ask? Well, not much. I simply recoded the difficulty system SX uses a bit, and adjusted the overall difficulty a little - the difficulty settings still slightly affect the amount of gold you get, but its main purpose is now to determine how quickly the creeps get stronger - not by a starting bump of difficulty, but by a rising curve! I completely removed the "simple" difficulty, and I hope that all these changes make the easier difficulties worthwhile to play as well, since many players complained that anything but Xtreme and Mad Mode was pointless to play.
(Also, I renamed some of the difficulties, but that's beside the point)

Please give me feedback if the difficulty is now better, or if there needs to be even more balancing done. I'll be there for a while to do it.

Other than that, get the new version from the add-on server (stable version), just as usual. :D
MCP
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Re: SurvivalXtreme: Version 2.09!

Post by MCP »

Hi clonk,
I tried stronghold at xtreme, intense, and hard modes.
The initial rush was more difficult on all of them, but after that(so far up to turn 14), the game is the same as the previous version in that it is 'easy'.

Without berserk, we have to work our heroes up to be strong enough to handle counter attacks from the leaders(I assume they attack on their turn), but without enough enemies it's a long process until we can get strong enough to do that.

I recommend giving the AI more extra gold every X turns, allowing them to make a big rush. Perhaps alternate which AI gets a rush, if there are 4 AI's, then every 4 turns, each of them gets a big influx of gold. AI6 gets it on turn N, AI7 gets it on turn N+1, AI8 gets it on turn N+2, AI9 gets it on turn N+3, and AI6 gets it again on turn N+4. I'd probably recommend allowing a rush once every 2-3 turns.

What do you think?
Mabuse
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Re: SurvivalXtreme: Version 2.09!

Post by Mabuse »

Hi,

i just wanted to announce that i may also start soon work on another SX Level. Will be a bit smaller than the last one though.

and:
nice job clonk
The best bet is your own, good Taste.
Clonkinator
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Re: SurvivalXtreme: Version 2.09!

Post by Clonkinator »

@MCP: More gold for big rushes... Sounds alright. That should speed up gameplay quite a bit, especially on slowish maps like SXChambers. But are at least the stats of the enemies alright-ish now? After all, on Xtreme, the enemies' stats do now go up twice as quickly as before. (That means, every five turns as opposed to the normal ten - which means that at turn 63, they'll have reached their maximum strength.)


EDIT: Added the extra gold thingie. Download SX 2.10 from the addon server.
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