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

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

Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by Mabuse »

hey, just drop in to say that good progress has been made on the new map.
friday (maybe earlier) the next version of SXRPG will be released :)

me and a friend of mine will be up on the server on friday
(lets say around 18.00 gmt)

- hope to see some other playtesters
The best bet is your own, good Taste.
MCP
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Joined: May 23rd, 2005, 5:23 pm
Location: California

Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by MCP »

:shock:
:D
I don't know yet, but I'll try to on in my weird American time zone.
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by Mabuse »

Hey MCP ---

great to see you - would be cool to play with you. :D
The best bet is your own, good Taste.
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vultraz
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Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by vultraz »

WHOOT I'll be sure to try to be on :D


EDIT: Been meaning to post this for awhile. I noticed some grammar/style/spelling errors in the text for the scenarios, so here's the fixed versions for the storytext:
Cantar:
Evil Dead:
WoW2:
Hope that helps :)

Oh, one more thing, looking at the code, you don't need the file SXMacros.cfg. Just add:

Code: Select all

{./macros}
to _main.cfg,, right above {./scn}, and you should be fine.
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
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by Mabuse »

thanks vultraz :)
will add the stuff.

hope you will be there.
i look forward testing the map -

guess we will die thousand times ....

of course there is still some work to do .. :)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by Mabuse »

hello vultraz, i implemented your suggestions for enhancing the scenario-texts.

maybe you can take a look at the one for the new map:
Spoiler:
in good sx-manner its basically just about killing everything and loot as much as possible. :)

in any way, tomorrow, 18/19 gmt im on server :)
The best bet is your own, good Taste.
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vultraz
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Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by vultraz »

Spoiler:
There ya go :) It sounds interesting, can't wait to play it.
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
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by Mabuse »

ok, vultraz.

atm, i run a quick test (with 100000 gold) if everything is working as intended (does not .. ;))

give me an hour and the new version is up.

looks good so far -- some slight bugs are in, they get eradicated in the quick test
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 3.9.99x - now on 1.10.0 Server.

Post by Mabuse »

Ok, new Version is up. :)
lets test the map -

.. goes up in these minutes.

---------------------------------------------------------
Version 4.0.0a:
- added new units
- new level "Temple of Bones" got added
The best bet is your own, good Taste.
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vultraz
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Re: SX RPG ADD ON 4.0.0a - now on 1.10.0 Server.

Post by vultraz »

Sorry I couldn't be on the server, I was just dead tired from last night, even though I was trying to stay awake (the appointed time would be 5/6 AM for me :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?
Mabuse
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Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.0.0a - now on 1.10.0 Server.

Post by Mabuse »

Slight update:
-----------------

4.0.1b: - reaper ghost has now Team-Color (forgot to add the tc-macro)
- slight chest-gold adjustment
- hole-worms now actually hide in holes (ambush)
- added a note that informs about holeworms (book-item at start)
- rusty key item slight fix (no text was displayed)
- if backpack is taken a sound is played
- slight boss changes

4.0.1c: - reduced dread-bat speed by 1

gets uploaded just in this minute
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

For now the last Update.


4.1.0d: - slight balance adjustments for the new map
- changed some guard-bosses
- increased time to kill player7 to 70 turns

level plays cool and smooth now
have fun


After a cool game with eloco on expierienced i must say that the level plays smooth and fun.
it is not too hard, at least not if you know what you're doing.

there were just a handful of bosses that i didnt like. nameless the spearguards and nocromancers in the small chaos garrison.
got replaced and a bit buffed, since player are anyway much stronger when they get there.

so have fun with it, i hope for some feedback and replays :)
The best bet is your own, good Taste.
Mabuse
Posts: 2239
Joined: November 6th, 2007, 1:38 pm

Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

Mabuse wrote: After a cool game with eloco on expierienced i must say that the level plays smooth and fun.
it is not too hard, at least not if you know what you're doing.

so have fun with it, i hope for some feedback and replays :)
to clarify:
we just played until we reached the main entrance of the temple.
5 players, me 3, eloco 2

(dwarven thunderer, sylph, mage, ghost, dwarven warrior)

the temple itself is completely unexplored and the map is not beaten yet.

i'd love to see the level beaten on expierienced or expert - and of course a replay.

feedback in form of critique is explicitly desired.


POSSIBLE strategy for the first part of the map:
----------------------------------------------------

1.)
- 1 player went up the cave in north to collect chests (chests have priority), and also to kill ai7
- 1 player went west cave to get the chests there (and later joins the middle)
- 3 playersfight in the middle and just lure the guards and kill of creeps, later the west-cave player joins them
so there are 4 players at the front

2.)
- the 4 front players gather around turn 18 at base shop and then start to kill ai6 (around turn 18)

3.)
- after the 4 front players killed ai6 (around turn 25), 3 players of them go south to kill ai9(1) (can be killed before/around turn 40)
- and 1 player of them goes north to pillage the caves up there, this player also joins the other north player later to kill ai7 (try to kill before turn 60)

4.)
- since south team is finish earlier they can start to pound the outpost guards and kill enemy creeps.
- south team and north team meet at the outpost / temple entrance after ai9(1) and ai7 are killed.

then you are ready to enter the temple ...... maybe the trouble just then begins ...
The best bet is your own, good Taste.
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vultraz
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Re: SX RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by vultraz »

I'm playing a 1P local game, NORMAL difficulty, using a unit from the Era of Myth I fondly like to call Gandalf. ;) I've beaten AI boss 6, and a couple of minibosses, but now I'm getting screwed by 2 at one who are very hard to beat. :(
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 RPG ADD ON 4.1.0d - now on 1.10.0 Server.

Post by Mabuse »

Anouncement:
---------------

next testing session:

Sunday, 30th December 2012 - start around 16.00 gmt

we play until the eyes drop. me and a friend (probably not the most expierienced player), however, my rustly skills improved a bit in the last days ...

hope for another 1-3 players, lets see how far we come - goal is ofc to beat the level.
expierienced difficulty for the start.

there may be a new version uploaded before with some slightest changes
(for example "spectrewraith" gets an arcane ranged attack instead of a cold-ranged attack and war-elephants may get only 30% def in hills)


side note:
-----------

btw, we may start a new thread called "hero-builds", but i have found out (using the max-level-era), that a

- maxed out darke-warden CLERIC has one of the best armor values (using cleric staff, cuirass and of course dauntless (and agility))- the movement is also not that bad.
(1x 70%, 1x60%, 1x 55%, 3x 50%) - on OFFENSE

(Hurricane Drake CLERIC has similar, but only 1x70%, 1x 60%, 4x50% - can renounce on agilty has high moves, flying, but weaker HP and weaker starting resistances, weaker starting weapons)

- darwen WARRIOR can renounce on the cuirass and has easy start, but the final armor values are a bit disappointing. (final values are 3x 60% armor, 3x 50% armor - can fully profit from fire-, arcane-, ice- armor items ... as a warrior) .... (with cuirass 1x60%, 3x55%, 2x50% .. cannot fully benefit from fire, arc, ice armor) on OFFENSE -- still a good, versatile option

(dwarven warrior CLERIC has 1x70%, 1x60%, 4x50% - and can renounce on cuirass as well, overall solid choice - although warven warrior can add slow-special which saves another 50% damage ...)

- ghost also cool start but final armor values amoung the weakest, since it cannot make much use from dauntless. (but may therefore save an ability point). big advantage of ghost is of course that it is not drainable.


slowly i discover the usefulness of the cleric class :)

darwen cleric (70 arcane, 60 blade), drake cleric (70 arcane, 60 fire, 55 impact) and ghost cleric (70 cold) my preferred melee-team :)

well, maybe i replace the ghost with a ghoul, which gets arcane/cold high resistances :)
The best bet is your own, good Taste.
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