SX Development

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

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-stf-
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Re: SX Development

Post by -stf- »

SXCollection

Reading some of the latest posts, I have considered to write some key things about SXC and also some issues I ran into, which will need further discussion.

- Weapon prices in SXC are based on 3 factors: total damage (damage x strikes), weapon type (different weapon types have different efficiency) and range (melee has often higher efficiency, because there is much less slowing specials on enemies and also it allows rage and berserk, which does much more damage over ranged attacks, which are often lowered by slow on many units, such as spiders or elvish shamans). All weapons prices, include 'natural' weapons of units, are calculated with the same formula, so when you want to sell your weapons, you will get price corresponding to the real value of it's base attack (not affected by damage and strikes training, because those are unit's abilities, not weapon's). Sell price is always calculated price * 0.8, which should reflect some damage on the weapon and also profit for shop keeper. All weapons available in shop are balanced to the same price, which is now 40 gold but can be adjusted when people will think that it's too low or high.

- Second weapon special is allowed only when it's not conflicting with the first special and also it costs 50% more against the normal price (will be changed in the future to take both first and second special price as base value for calculating the additional part of the price, i.e. if first special price is 120 gold and second is 60 gold, the price for the second special will not be 90 gold, but it will add 25% of both specials prices, so the second special price will be 105 gold. This should clear the difference between order of buying specials with different prices but it will still include the additional price for preventing the first special from damage while applying the second one)

Now I am standing on this issue:

Different units from different eras (and it's not possible to force people to use only default SX set of units, because they like different units and having only few units to choose from is starting to be boring over time) causes there are many units with too low or too high default armor. But current calculation still allows those units with very high armor to get more upgrades. I am considering following solutions but I think it will need further discussion as not everybody will like any of them, so it will need to choose one of them or find another possibilities:

- first solution I thought about is to increase basic (not counted) armor upgrades to 20% and set maximum armor total to 270 (ghost) and let other units to buy upgrades up to this value (it would be counted +150 armor upgrades for units with armor lower than basic 20% and 0 for ghosts and other overpowered units). But the price for 150 armor upgrades is still 450 gold (I think it's not too much for it but some people think it's still too big difference) and the upgrades under 20% is still 8 gold for each 5%, which is additional 192 gold for units with all default armor at 0. Solution in this case is to significantly decrease price of armor but it has also some negative consequences. The high armor can be then compensated by high damage attacks for enemy units.

- second solution I thought about is to allow a bit lower armor in total (say 200) and automatically decrease armor of units with total armor higher than 200 so it's comparable to 200 or compensate by terrain defense but it's again about higher price for units with much lower default armor.

- third solution is to calculate center armor value and set it for all units to some 'standard' value, i.e. +20%. This could make the differences minimal and all units can then have more balanced upgrades available. In example: unit with all armors at 0 will have all 20 and i.e 120 upgrades (making 2 armor types upgradeable to 80). Ghost with armor -10,70,10,50,50,50 could then have -25,55,-5,35,35,35 with free upgrades to 0 and 70 upgrades available, Dwarf lord with armor 40,30,30,10,10,10 should stay at the same values with 90 upgrades available. Makes much less differences in both prices for all upgrades and more balanced units.

- do you have another solution? Let write it here and discuss the advantages and disadvantages.
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SpoOkyMagician
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Re: SX Development

Post by SpoOkyMagician »

You could always set the heroes resistance to 0% for all leaders. It would balance resistance out but, the heroes may not be balanced afterwords. Although, it would solve the resistance problem. (removing this completely: ghost being too strong while others have little/no resistance at all.) The only downfall to this is obviously removing weaknesses to damage types. It's just an idea.

Anyway, I was thinking about getting into the sx project. However, I tend to not like sx as much. (Only because I don't like high damage/strikes/hp/etc style games anymore. (Even though that is the point of SX...) It doesn't make it better just because the numbers are larger/higher. I read that the stats are going to be lowered a bit. I like this. Plus the fact that the ai takes too long to calculate large/high numbers when it comes to attacks/specials/etc. IMO, if the strikes where lowered "A LOT" or even removed from the shop completely, that would be much better. Besides, I think 100-4 with 'precision' and 'invade' is perfectly fine at killing a enemy. As long as you modify the resistance/hp maybe... Again, this is just my opinion.)

Anyway, I might make some sx maps later on but, it depends on what you do with the stats. (I will wait and see.)
"You don't have to understand me, I'm just there!" ~ SpoOkyMagician
Creator of: Unwelcome Guests Series, Modifiable Android Project, SpoOky's Survivals, and many more... (Most of my old stuff is gone.)
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Lester
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Re: SX Development

Post by Lester »

-stf- wrote: - second solution I thought about is to allow a bit lower armor in total (say 200) and automatically decrease armor of units with total armor higher than 200 so it's comparable to 200 or compensate by terrain defense but it's again about higher price for units with much lower default armor.
This idea i like alot, but on each weapon-type then.

If we can lower armor of weapon-damage "types" of every HIGH-armor power unit, the balance between units come closer.

So if we CAP high armor weapon-damage types by setting them cq lower them on 30%, with 10% free upgrades, and all units 100% picks, and one ability in shop for an extra +20% picks (heavy armor), this whole survival extreme era should be playable for all chars again.


some examples:

value 1) default armor
value 2) lower armor IF over 30 THEN set 30, ELSE +10 (free armor)
value 3) the 100% picks
value 4) extra option for +20% extra armor (ablility heavy armor)



with zero armor heroes:

0 10 10 10
0 10 60 70
0 10 10 10
0 10 10 10
0 10 60 70
0 10 10 10


180 total=max




master of arms:

20 20 20 20
-30 10 60 70
10 10 10 10
0 10 10 10
-20 10 60 70
-20 10 10 10


190 total=max




dwarf lord: (will loose 10% blade)

10 10 10 10
40 30 70 70
10 10 10 10
10 10 10 10
30 30 70 70
30 30 50 70


240 total=max




spectre: (will loose 100% armor for CAP @ 30%)


-10 10 10 10
50 30 70 70
70 30 30 30
10 10 10 10
50 30 70 70
50 30 50 70


260 total=max


Extra handycap we can set as extra, cuz the spectre still pawns, even without drain:

All units over default positief 150 total, get flat & castle -10% defense.



Lowering armor for players has two main side-effects in SX:

-enemy becomes more powerfull vs players, so the stats on them can also be lowered >> speed of game = faster
-no more blindfolded attacks (click & kill), while youre armor is lower, so teamplay is more important


Lemme know of more idea's how to solve this matter...

spookymagician: that reply reflexs my thoughts, u earned 100 points :wink:
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SpoOkyMagician
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Re: SX Development

Post by SpoOkyMagician »

I am looking though the code atm. I was thinking about editing it. (But, it could be a waste of my time. Someone else could be editing it at this very moment for all I know.) Anyway, I was looking thought the code and I found something I went to point out.

If I recall correctly, (if you really even care about translations...) this is incorrect...

(in SXC_Items.cfg)

Code: Select all

message=_ {MENU_IMG_TXT "icons/potion-yellow_icon.png" "Drink yellow potion (+20HP max., full heal, 2xHP)"}
It should be...

Code: Select all

message={MENU_IMG_TXT ("icons/potion-yellow_icon.png") (_"Drink yellow potion (+20HP max., full heal, 2xHP)")}
This is repeated multiple times throughout the use of this macro... You should fix this. (if you care about translating stuff anyway.)

edit: Yep... I was right. (was checking to be sure.)

edit: I'll keep looking. If I find anything else, I will let you know.

edit: again, just want to point something out. (with translations. if you even care about them.)

for example...

(bad)

Code: Select all

            message= _ "You found a strange red potion. Drinking it will heal all your wounds. Use it
wisely. You can carry maximum of 4 potions of different types and 2 potions
of same type at a time. Currently you are carrying:
Red potions: $red_potions_$side_number||
Total number: $potions_total_$side_number||
For using one of red potions, that you are carrying, right-click on your
hero, select View inventory... and then select 'Drink red potion'."
I read that translation don't like variables within messages. (Unless, I read an older post and this was fixed. Either way, it would still make sense to write it the way below. But, I am a noob when it comes to actual translations. All i know is that it uses the 'different files to translate from'. Anyway, moving on...)

There are ways around it somewhat. Although, it may not be worth the time/effort.

(better; but still bad)

Code: Select all

            message= _ "You found a strange red potion. Drinking it will heal all your wounds. Use it
wisely. You can carry maximum of 4 potions of different types and 2 potions
of same type at a time. Currently you are carrying:
Red potions: " + $red_potions_$side_number|| + _"
Total number: " + $potions_total_$side_number|| + _"
For using one of red potions, that you are carrying, right-click on your
hero, select View inventory... and then select 'Drink red potion'."
edit: continues to read over SXC code...

edit: this message doesn't look right to me... (Typo's?)

(SXCmacros.cfg)

Code: Select all

message= _ "Please use default Map Settings. This SCN will not work if default settinGg are not #used. Using non-default SettinGg will result in defeat."
edit: continues to read over...

edit: another example... don't try translating span tags...

Code: Select all

                        message= _ "<span color='white' >In shop you can buy or sell stuff. Most of
shopping actions can be canceled, but only
until you will leave selected shop section.
Gold:</span><span color='yellow' size='large' >$gold|</span>"
try this...

Code: Select all

                        message="<span color='white'>" + _"In shop you can buy or sell stuff. Most of
shopping actions can be canceled, but only
until you will leave selected shop section.
Gold: " + "</span><span color='yellow' size='large'>" + $gold| + "</span>"

edit: to sum up what I said below, just work on the organization of the code.

edit: well, I skimmed the rest. You have a lot of code there. I recommend/suggest that you also organize the macros as well. I learned this from my addon "Unwelcome Guests Series". I had many/multiple linking macro files everywhere. So, I made a single macro file named "common.cfg". I haven't had time to organize it but, I can find things much quicker/faster now with a simple "Find" function. This will help if multiple people are modifying/altering the code. This way, anyone can find whatever does what. (edit: To sum it up... If you can, put them into one single cfg file. Going from multiple .cfg files becomes annoying very quickly.) Anyway, you should place the most common macros (like the conditional macro "SXC_CMP") at the very top and the more complex ones near the bottom. (But make sure you keep it organized by relative macros as well. Like shop macros.) Again, this is only a suggestion. (For all I know, you could already have planned for this.)
"You don't have to understand me, I'm just there!" ~ SpoOkyMagician
Creator of: Unwelcome Guests Series, Modifiable Android Project, SpoOky's Survivals, and many more... (Most of my old stuff is gone.)
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Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

about the armor system, i just suggest to use something similar to my system. ;)

the SX ADD ON PACK had/has already a system included on 13.3.2009 (wizard of warII thread) which deals with everything.

if you want the formula:

(240 - positive armor) /10 = slots (14 is maximum)
(BOUGHT Armor will not use Armorslots if you "nullify" negative armor)

in words:
-----------
so maximum armor is 240 total positive (in my system). the existing positive armor is subtracted from that value. the result divided by 10 is the number of slots your hero can get.
the maximum number of slots is 14. (so a fencer will always have less armor than a dwarf still, but a ghost with a default armor of about 210, will only get 3 new armor slots (dwarf has 11, fencer has 14 FYI). the advantage that the ghost still has, is that he dont need to spend money for the armor, but the big downfall is that he cant distribute it ;). op-ghost-players dont like my system ;)


additionally in the sx-rpg system warrior and ranger class can wear hvy armor which inceases theri armor slots by 2.

i thought you already know the system.

since i use the system i dont care about heroes wih "op" armor, sicne they simply get less slots.

note:
(in my system i allow low level heroes (=heroes that havent reached their maximum level yet) to get up to 5 armor slots, if the 240 max armor isnt violated (so a lvl1 ghost stil has only 3 slots (5 if it is warrior or ranger class), but other units will get more slots on max level))





what i think is more problematic:
----------------------------------

!!! overpowered abilities and weaponspecials !!!
dealing with armor is pretty easy once you have a good system but more important is to track down OVERPOWERED abilities and specials

i strongly suggest that the sx-developers that spend much time playing and testing will track the unwanted abilities, and list them here (i think LESTER should do this job ;)) so developers can BAN them via the SX trait
Last edited by Mabuse on August 5th, 2010, 10:00 pm, edited 1 time in total.
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

-stf- wrote: - Weapon prices in SXC are based on 3 factors: [...] and range (melee has often higher efficiency, because there is much less slowing specials on enemies and also it allows rage and berserk, which does much more damage over ranged attacks, which are often lowered by slow on many units, such as spiders or elvish shamans).
do i understand it right that range is less costly than melee in your system ?

btw, in my system it is the opposite: "ranged (shop) weapons" are slightly more expensive then melee. (only weapons, not enhancements)

why ?
most units are melee based and so ranged units can attack them without getting hard retaliation.
sure, melee units can deals more damage due to rage and berserk. but they take of course alo much more. the most efficient combo in my system is a ranged one:
precision focus slow. it deals solid damage (total factor is 1.2 (1.5 (+50% damage from focus) x 0.8 (80% cth from precison)) while getting 75% damage in return (1.5 (+50 damage from focus) x 0.5 (slow))

a rage/slow combo deals factor 1.5 (3 (rage) x 0.5 (average chance to hit)), while getting 1.5 (3 (rage) x 0.5 (slow). so total dam output is higher, but you get also more in return, so melee units need armor.
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

btw, im planning (beside to work on my map)


to make a new unit CLASS for the SX RPG SYSTEM.



ROGUE:

Rogues will be skilled both in Ranged and Melee Combat.
(will ONLY be able to buy BOTHDAMAGE adn BOTHSTRIKES)

the BOTH option will be CHEAPER for the RogueClass though.
it will be as cheap to make the combined damage of both equals the output of a single weaponrange.

for example:

1)
someone buys 40 damage and 10 strikes. that makes a toal of 40x10 = 400 damage (max)

2)
someone buys 20 damage and 5 streeks for melee AND 20 damage and 5 strikes for range.
the person also bought 40 damage and 10 strikes altogether, but ...
20x5=100 melee
20x5=100 ranged
.. the combined dmaage from both classes is only 200.


sidenote
---------
as you see in SX it makes no sense to go combined (well, its ok for a ranged unit to buy a melee sidearm, but it should not buy any additional damage or strikes for it), unless you have tons of money, and even in this case you coudl be so much more powerful if you stayed "MONO".

in the SX RPG SYSTEM this is partially forced, since you cannot upgrade ranged damage for example if you are a warrior.



3)
the new class rogue wil get cheaper combined strikes (well they are actually a bit cheaper, but for the rogues they get even more cheaper)

the rogue player will be able to get
29-7 (=203) melee
29-7 (=203) ranged

(210 for combined strike (usually 240), 55 for combined damage (usually 60))
for the money a "pure melee" or "pure ranged" guy would buy 40-10.
(single dam cost 40, single strike cost 150)


so the total damage is now about equal.
but note that the base attacks of the weapons have impact.

for example a normal SWORD in shop has base value of 12 -4
now we add 40 -10

warrior:
---------
52-14 = 728 dam



the rouge woudl hve two weapons of 12 -4 (one melee and one ranged)
now we add to each weapon 29-7

rogue:
-------
41-11 = 451
41-11 = 451

note that 451 + 451 = 902 (!)
so the combined damage is significantly higher.
in earlier game stages this combined damage will be even higher, relative to the other classes.
this may be difficult to utilize though, since you cant use both attacks at once. ;)
also you have to upgrade more than one weapon.
in later game the advantage shifts more and more to the single melee or ranged users.


right now the rogue looks still bad and unplayable.
he gets a special ability though: DUAL WIELD
this ability enables him to strike a second time ONCE in a round.
(he can right click on himself and enable a second strike (after attacking), this will only work once per round (not after each kill - he still get (as usual) another attack after killing of course though)

the ability will cost 150 Gold

SO THIS IS A BASIC DRAFT. the character is skilled both in melee and ranged comabt, but has not perfected it like the warrior or mage. his ability to strike twice in a round may make him be able to deal more damage ONCE per round than his specialised "brothers".
but he wil also take twice the damage for attacking twice (of course).

all the other times he will deal less damage though, but is always able to retaliate.

the role of the rogue is a versatile one, he can act as a blocker, but can be also a support unit which may deal sometimes high amounts of damage. since he is a blocker (able to retaliate) he gets ARMOR , like warrior and ranger




Last Note:
-------------
small tweak in folowing version:

warriors lose ability to upgrade "both strikes" in shop as it was useless anyway, they can buy the net (for slowing ranged attackers) but that was it, not combined strieks (net already has 4 strikes)
The best bet is your own, good Taste.
Lester
Posts: 15
Joined: March 26th, 2009, 11:55 am

Re: SX Development

Post by Lester »

Mabuse wrote:about the armor system, i just suggest to use something similar to my system. ;)

the SX ADD ON PACK had/has already a system included on 13.3.2009 (wizard of warII thread) which deals with everything.

if you want the formula:

(240 - positive armor) /10 = slots (14 is maximum)
(BOUGHT Armor will not use Armorslots if you "nullify" negative armor)
This system since 13.3.2009 is far from being optimal. This will render 80% of era heroes being COMPLETELY unplayable at youre maps.

why?
14 slots or 140% armor simply isn't enough IF you start playing as an orc warrior or an elf fighter, or something simulair...

I strongly suggest a better way of dealing with armor-system.
This system simply is old-fashioned & history.
In other words, i think this will never be part of SXC, simply because it lacks in all possible ways.

now don't get furious why you're system isn't perfect, our previous SXC-system had also unbalanced chars... that's why we started discuss it here right?


ok for u an example?
cuz at the moment only a dwarf lord is playable @ SX/SXRPG >> it profits max from EXTRA +11 slots and get total 240% armor xDDDD

others will do with just with max 140% ...????


now what?
try out new idea's and fix this matter, merge packs & start test maps and fix all bugs.

Mabuse wrote: the role of the rogue is a versatile one, he can act as a blocker, but can be also a support unit which may deal sometimes high amounts of damage. since he is a blocker (able to retaliate) he gets ARMOR , like warrior and ranger
Block with both damage & strikes? I wanna see this in action. xD
It's hitpoints get eaten away in no-time on enemy turn, if he has enough damage, he can be really easy target and die quickly.......

The BEST part of this:
We get more colosseum players who think both damage & strikes is awesome, and they will get a nasty surprise soon...

But the idea of the new rogue class is great.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

first i wanna note that there wil be a slight change in the NAMING of the difficulties in further versions

noob ---> beginner
beginner ---> normal
expierienced ---> expierienced
expert---> expert


so noob will be named beginner and beginner is normal. this is to indicate which difficulty should be chosen when playing.

Lester wrote: This system since 13.3.2009 is far from being optimal. This will render 80% of era heroes being COMPLETELY unplayable at youre maps.
i think its pretty optimal. :)
its 100% clear that you will never be able to make all possible heroes playable at EXPERT difficulty.
making crap heroes playbale depends on difficulty setting, but for sure .. some maps wont be able to be beaten with crap heroes.

heroes differ in a lot of ways, movement type, defense and all that stuff.
there will be always differences
Lester wrote: why?
14 slots or 140% armor simply isn't enough IF you start playing as an orc warrior or an elf fighter, or something simulair...
orc warrior or elf fighter isnt included in my era. ;)
simply because they dont offer something that is worth being played.

good melee units will be dwarf, cavalry or rider for example -
drakeclasher can be also imaginable

its also not the goal to make all units equal.
units arent equal. units have differences, which is a good thing in the first place.
i dont know what benefit you have you you make all chars more or less equal, and then you can play them.
but they arent different anymore.
Lester wrote: I strongly suggest a better way of dealing with armor-system.
This system simply is old-fashioned & history.
In other words, i think this will never be part of SXC, simply because it lacks in all possible ways.
i dont care if the system wil never be part of SXC tbh ;).
this is not the goal i am aiming at.

im working on SX RPG system.
i also dont think it lacks in ALL possible ways, since it seems your system is lacking in at least ONE MORE point.

imo, SXC is old fashioned and history since it uses too high stats which will never work on big maps.
i would think to change that sooner or later
no matter what workaround you may try.
Lester wrote: now don't get furious why you're system isn't perfect, our previous SXC-system had also unbalanced chars... that's why we started discuss it here right?
im 100% calm. :)
Lester wrote: ok for u an example?
cuz at the moment only a dwarf lord is playable @ SX/SXRPG >> it profits max from EXTRA +11 slots and get total 240% armor xDDDD
nope.
imo dwarf sint being perfect, but its of course a great char. with its good armor he can get to 240% total armor
but many other chars can reach 240% armor (all with a basic positive arnmor default armor of 100 or higher).
also dont forget that therea re even more slots, if you make a dwarf WARRIOR/RANGER you can get 260% armor.

also with some tricks using the DAUNTLESS2 and STEADFAST2 (the "2" means it doestn cap higher armor to 50%)
you can make MANY heroes get easily > 260%

a sylph (as well as a fencer) can have 280% armor, without being a warrior/ranger
(a fencer used as ranger can have 300% armor with steadfast2 and dauntless2 ability. he can have 50% armor in all categories)

however, you SHOULD know that, imo the armor system has alot to offer, using abilities and more.
it requires some skill though
Lester wrote: others will do with just with max 140% ...????
nope. as stated above.
Lester wrote: now what?
try out new idea's and fix this matter, merge packs & start test maps and fix all bugs.
im happy with the armor system.
you can ask yourself why shaman is one of the best heroes, although it lacks armor
(though i agree that other heroes are also very interesting because of their armor - silver mage, dwarf thunderer e.g.)
Lester wrote:
Mabuse wrote: the role of the rogue is a versatile one, he can act as a blocker, but can be also a support unit which may deal sometimes high amounts of damage. since he is a blocker (able to retaliate) he gets ARMOR , like warrior and ranger
Block with both damage & strikes? I wanna see this in action. xD
It's hitpoints get eaten away in no-time on enemy turn, if he has enough damage, he can be really easy target and die quickly.......

The BEST part of this:
We get more colosseum players who think both damage & strikes is awesome, and they will get a nasty surprise soon...

But the idea of the new rogue class is great.
its just an idea, it may get also abandoned.
for exampe the "potion magic" idea also got abadoned.

but i think you may be a bit wrong, since the rogues could be especially at start very strong
it may turn out as complete [censored] also though, in this case they wil never be implemented :)

in pvp i think rogues woudl be stronger than any other class, but that is another story.
it may turn out that they wont be able to get balanced.
The best bet is your own, good Taste.
mond
Posts: 7
Joined: August 22nd, 2008, 2:40 pm

Re: SX Development

Post by mond »

hi ladies :)

i am not anymore so often on server to play but it make alot of fun to see that we finally got a big project to let all ppl using GIT to participate your works.

atm i have less idea to improve cuz so lot of change were already made since last game with the old SX-gang :). i hope to get more time to play again and test all new features and "COMPLAIN" again.

greetings to u all and hope to see u u soon

your big fat unforgetable MOND :)

btw. even u dont see me as player on your side .. watch out on enemies, sometime there are some clones of me, which want to be kill :))
MCP
Posts: 518
Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SX Development

Post by MCP »

Hi mond, it's been a long time.

Hopefully we'll get to play again some time.


There are enemy clones of mond? I want to kill them. Would be VERY satisfying.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

Lester wrote:
Mabuse wrote:about the armor system, i just suggest to use something similar to my system. ;)

the SX ADD ON PACK had/has already a system included on 13.3.2009 (wizard of warII thread) which deals with everything.

if you want the formula:

(240 - positive armor) /10 = slots (14 is maximum)
(BOUGHT Armor will not use Armorslots if you "nullify" negative armor)
This system since 13.3.2009 is far from being optimal. This will render 80% of era heroes being COMPLETELY unplayable at youre maps.

why?
14 slots or 140% armor simply isn't enough IF you start playing as an orc warrior or an elf fighter, or something simulair...
btw, i spend some more thoughts about this:

1) i want to make clear that heroes with 0% (default) armor can get CURRENTLY 280% total armor.
using hvy armor (only warrior and ranger) and dauntless2+steadfast2

example :

arcane: 30% (3 slots) ----> doubles to 50%
fire: 30% (3 slots) ----> doubles to 50%
cold: 30% (3 slots) ----> doubles to 50%
blade: 30% (3 slots) ----> doubles to 50%
pierce: 20% (2 slots) ----> doubles to 40%
impact: 20% (2 slots) ----> doubles to 40%

16 slots used


2) that i set the maximum number of slots to 14 has a reason:
i dont want to disadvantage heroes with good armor.

lets take dwarf fighter (lord) as a reference. it is the hero with about the best armor (beside ghosts) in mainline.
his defualt positive armor is 130%, so it gets 11 picks. with 11 picks he is able to get at in 2 of ALL catagories 70%

for example he can get arcane to 70% (6 slots) and cold or fire to 70% (5 slots).
a hero with 0% armor and 14 slost can also get in 2 of ALL categories 70%.

if i set the maximum number of slots to 15 (or higher) we may get to situations where default armor is a disadvantage.
with 15 slots a 0% armor hero can get 80% and 70% in 2 of ALL categories. this is impossible to achieve for the dwarf.

of course the dwarf can get 70% in the categories balde (40% + 3 slots), pierce (30% + 4 slots) and impact (30% + 4 slots)
using his 11 slots.

sure the point is to PUNISH overpowerd heroes, but dwarf is not considered to be OP. it is the reference for the LIMIT.
so there are some reasons why it is as it is. gtting more than 130% default armor is almost always a disadvantage, basically getting default armor > 30% is A DISADVANTAGE, since if you dont need armor in the particular category,
using DAUNTLESS and STEADFAST will make you lose double up bonus (30% wil "double" up to 50%, while 40% still only "doubles" up to 50% (FYI: 20% will "double" up to 40% ;))



conclusion
------------
3) still i thought the armor system abit over.
the maximum umber of slosts wil be raised to 15 total.

this makes for example the "general" (loy spearman) with 80% default armor another considerable choice.
with 230% FREE total ( +15 slots)


also the negative armor will be cheaper to be nullified, as it costs only 50% to increase negative armor, so it wil be in future release of SX RPG. costs for a negative slot wil then be lowered to 15 GOLD (in SXC negative armor also costs less). as a slight tweak very high armor (> 70%) will cost 50 Gold

so raising to 80% and 90% armor will now cost 50 gold



rogue:

i will enable rogoue so far only in expert difficulty, as it is an experimental hero type.
next release of SX RPG soon :)





btw, the matter with DOUBLE MAPS still exist.
for CANTAR and EVIL DEAD MAP i make an exception (still i must add that i was a bit ANNOYED when i saw that it got added to SXC WITHOUT notificating or asking me if it is ok to do so. since you cant exspect that everything is abadoned just because it isnt ported to 1.8 within seconds. (Wizard of WAR1, Mountains of Doom and Isle of the Dead were abadoned, and i was happy to see them put to some use, still i didnt got notified about them either)

IMO , i think the maps should be all the same version, the SXC versions of cantar and EVIL DEAD use already different enemies, which is imo not very good. i dont ask to remove them.

but i must insist that no other maps of mine (Forbidden Mountains, Wizard of WarII and any following MAps are used by SXC - except with my permission and in my very own version (using custom terrain and custom enemies they were planned for it).


about the thing that all is GPL: sure it is all GPL. so we use GFX of peple who post in the art forum.
i for myself can say that i would remove every GFX if the creator tells me to do so, usually they dont mind since its ok for them to see their sprites put to good use. if i see soemone want to make a faction i usually wait until the faction is reased before i use any sprites from him.

but using maps of other people is imo not a good idea, so i wouldnt use the maps in the 7seasons campaign and make a 10 seasons campaign out of it, that is not a good idea, and if i wanted to do so, i would at least inform the author of the maps, and ask for permission
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

SXRPG 3.7.0

3.7.0:
- added rogue as new Characterclass (only on expierienced and expert)
- warrior class is not able to buy "both strikes" upgrade (useless)
- renamed difficulty settings
- armorsystem adjusted: negative armor cost 15 gold, armor 80%-90% cost 60 gold
100% armor cost 120 gold, armor from 0% - 70% cost the usual 30 gold.
- added more chars to the SX RPG ERA (dwarf guardman, dwarf ulfserker, drake burner).
- fixed bug that prevented to train UNREACHABLE Terrain (for example cavalry wasnt
able to train mountains movement)
however, even if you train unreachable terrain now, you have still 0% defnse on it.
using AGILITY doesnt help on this matter (dont know if this gets fixed somehow)
- if you enable the editor settings you get a bunch of new terrain, along with
placeable scenery items


further improvements:
if terrain.training is bought the terrain defense for the specific terrain is set to a minimum of 20% (if < 20% or non existing)


the scenery items will be heavily developed. doors and more stuff for example.
i have an idea how to use the dwarven doors (graphically adjusted/edited) to be used as a north/south door for example, same may be possible with other doors.
gates may be also used as doors, using a different texture
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

btw, i have noticed that the new version of SXC works fine with SX RPG ADDON ;)
The best bet is your own, good Taste.
Mabuse
Posts: 2327
Joined: November 6th, 2007, 1:38 pm

Re: SX Development

Post by Mabuse »

btw, the SX ADD ON TEAM (currently consisting of me :P) is looking for a CREATIVE unit coder. a UNIT CREATOR
i have literally tons of unit gfx (most of them not animated).

your job is to make them units, i give you just a basic information which is the LVL the unit should have. or maybe some more details (if i want some certain attack types)

the rest (stats) is completely up to you. balance should be against good mainline units.
of course i may overwork them later also.


i already asked earlier this year (and got help from newton1), but was to much in a hurry, so i dropped the whole thing.
also the DIFFERENCE is now that the UNIT-CODER must think about the stats for HIMSELF. if i make the complete stats for the unit, i could as well type them for myself into an empty unit-sheet. i dont need somebody for that. so dont exspect detailed unit informations, instead you get a name, a lvl number and perhaps some notes - you should orient yourself against similar mainline units, dont be afraid to make them slightly (!) better, but do not exxagarate it ;)


instead i need somebody creative, who spends time THINKING about possible stats for the units.

of course the stats may be changed later (specials/abilities/stuff may get added, stat details may change)

however, if you have fun to create/code monsters here is a possibilitiy for you.

i would be glad if someone supports me on this part, since its hard for a single person (with limited time) to do all that.

so mainly im looking for someone creative, you dont need to be a big coder, i guess almost everybody can fill a basic unit sheet, if you can add some specials effects and stuff it would be even nicer of course.

i will just provide the gfx, and most basic informations, rest is up to the unit-creator


everything is said in this post, i wont tell too much if you sign up, you just get a bunch of gfx and a txt document. of course dont exspect to much of them at once.
The best bet is your own, good Taste.
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