Posted June 26, 2020
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southern
Old User
Registered: Jul 2011
From United Kingdom
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Bookwyrm627
ADD Jumping Bean
Moderator
Registered: Nov 2013
From United States
Posted June 26, 2020
Was it that? I had a few higher tier units (especially earlier), but I primarily used the same archer spam after I realized archers were the way to go. I thought I managed to catch up and pull ahead because you were fighting a 3 front war and focused on the other two players on the other side of the map, and my higher move speed helped me initiate fights from a distance where you couldn't.
Post edited June 26, 2020 by Bookwyrm627
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southern
Old User
Registered: Jul 2011
From United Kingdom
Posted June 26, 2020
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Lagi_
New User
Registered: Feb 2014
From Poland
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southern
Old User
Registered: Jul 2011
From United Kingdom
Posted June 26, 2020
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Being in line with other racial rosters would be a bad thing in my opinion because the races are quite similar already.
Post edited June 26, 2020 by southern
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Bookwyrm627
ADD Jumping Bean
Moderator
Registered: Nov 2013
From United States
Posted June 26, 2020
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Paradoxnrt
New User
Registered: Sep 2018
From Canada
Posted June 26, 2020
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Also @Andy G maybe Shipyards could have 2/4/6/8, with a ruleset change to make ships more diverse?
But builder's guild units are relatively tame, and could exist fine on a 1/2/3/4 tempo
Hi IniochReborn, great mod! Thank you!
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Also @Andy G maybe Shipyards could have 2/4/6/8, with a ruleset change to make ships more diverse?
But builder's guild units are relatively tame, and could exist fine on a 1/2/3/4 tempo
The 2/4/6/8 for ships works great IF you use a ruleset that encourages diversification of naval assets (modified units + shorter vs longer construction times directly relate to short VS long term gains).
Post edited June 26, 2020 by Paradoxnrt
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Paradoxnrt
New User
Registered: Sep 2018
From Canada
Posted June 26, 2020
Hi And G! .....I guess it's 'Andy G'?
Could you tell us what is going to be different about the next update vs the hotfix that presently available?
*There has been so much discussion about ideas, I'm no longer sure what the scope of your next update actually is.
**I also realize that you are planning on an additional update bundled with a rule-set much later on.
Could you tell us what is going to be different about the next update vs the hotfix that presently available?
*There has been so much discussion about ideas, I'm no longer sure what the scope of your next update actually is.
**I also realize that you are planning on an additional update bundled with a rule-set much later on.
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And G
Registered: Sep 2013
From Switzerland
Posted June 27, 2020
Just the name as it is, or you can drop the And if you want to shorten it.
Version 1.42 will mainly be about changes to:
- Leader/hero experience
- Power generation and spellcasting
- Structure build/rebuild time and cost
- Unit production time and cost
There will probably be a version 1.43 after that, followed by a longer pause while I work on v1.50. I don't have an ETA for v1.42 as I haven't yet found a satisfactory solution to the leader/hero XP problem, considering that campaign heroes go up to level 25.
Note that v1.50 will not necessarily contain all changes from 1.4x as some of them may be made obsolete by HSS modifications.
There's another thing I'd like someone to test; doesn't matter whether in AoW+ or in AoW v1.36 as I haven't touched any of the related code (yet). Looking at the binaries I get the impression that the doubled opposite sphere cost of mastery spells does not apply to global spells, or at least not to all of them. For the test you'd need to get another player to cast Death Mastery, and then cast Rejuvenate yourself. What I expect is that the spellbook will show the correct doubled cost (24), but when you actually cast the spell only the default cost (12) will be subtracted from your mana pool.
Lagi_: is there any way to prevent some unit from being transportable, without giving them Transport ability?
maybe add some ability that can prevent unit from being put into transport? This issue has been on my mind for a while since I'm also working on a campaign where I would like to have ships without transport capability. Ideally these ships should even be in the same stack, but expend movement points like normal. Unfortunately I haven't found a solution so far.
southern: Actually, maybe migration time isn't so bad as it is, and people should just loot a lot of the time? Not sure. Does have a sort of ''syrian civil war'' feel when the armies feel slightly superificial and the 'civilian' population exerts military strength just by occupying a hex. It's interesting. This is basically what I was going for, with scenarios that are of a somewhat more persistent nature than in v1.36 where you just conquer and migrate everything in sight.
Version 1.42 will mainly be about changes to:
- Leader/hero experience
- Power generation and spellcasting
- Structure build/rebuild time and cost
- Unit production time and cost
There will probably be a version 1.43 after that, followed by a longer pause while I work on v1.50. I don't have an ETA for v1.42 as I haven't yet found a satisfactory solution to the leader/hero XP problem, considering that campaign heroes go up to level 25.
Note that v1.50 will not necessarily contain all changes from 1.4x as some of them may be made obsolete by HSS modifications.
There's another thing I'd like someone to test; doesn't matter whether in AoW+ or in AoW v1.36 as I haven't touched any of the related code (yet). Looking at the binaries I get the impression that the doubled opposite sphere cost of mastery spells does not apply to global spells, or at least not to all of them. For the test you'd need to get another player to cast Death Mastery, and then cast Rejuvenate yourself. What I expect is that the spellbook will show the correct doubled cost (24), but when you actually cast the spell only the default cost (12) will be subtracted from your mana pool.
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maybe add some ability that can prevent unit from being put into transport?
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Post edited June 27, 2020 by And G
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southern
Old User
Registered: Jul 2011
From United Kingdom
Posted June 27, 2020
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And G
Registered: Sep 2013
From Switzerland
Posted June 27, 2020
Did you test this when casting instantly rather than over several turns?
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southern
Old User
Registered: Jul 2011
From United Kingdom
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And G
Registered: Sep 2013
From Switzerland
Posted June 27, 2020
Could you try it with instant casting?
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Paradoxnrt
New User
Registered: Sep 2018
From Canada
Posted June 27, 2020
Hi G! :)
Alright, I see more clearly what you are going for in the next update.
My response (for what it is worth):
-Leader/Hero experience.....I kind of like it right now. Yeah, the initial level up can be a bit strange and the hero can start close to the next level up = but feels more like a immersive layer to heroes/leaders, and less like a bug.
-Power Generation and spell casting....well, I hope you either leave it the same...but if you really want to change it, then putting node income to 5-10-20-40 would be great. I like the idea of a doubling of income for each additional sphere you pick.
-Structure build/rebuild time and cost.....I like what you've already done. Migration and rebuild right now feel immersive. That said, I understand that some would like reduced time/cost for rebuilding.
-Unit production time and cost....I hope you leave the vanilla unit tier vs city size mechanics.
.......
I guess basically at this point, I'm really happy with what you already made.....in fact, the things I look forward to the most are:
1-asymmetrical race relations
2-increase usefulness for fire strike (maybe make the burn effect more likely to occur, and the burn attack per turn a higher chance of hitting).
3-......wow, I guess that's all I have on my wish list!
I am just now realizing how close the present version is to (for me) an ideal version......Thank you so much for all the work you've done!
Alright, I see more clearly what you are going for in the next update.
My response (for what it is worth):
-Leader/Hero experience.....I kind of like it right now. Yeah, the initial level up can be a bit strange and the hero can start close to the next level up = but feels more like a immersive layer to heroes/leaders, and less like a bug.
-Power Generation and spell casting....well, I hope you either leave it the same...but if you really want to change it, then putting node income to 5-10-20-40 would be great. I like the idea of a doubling of income for each additional sphere you pick.
-Structure build/rebuild time and cost.....I like what you've already done. Migration and rebuild right now feel immersive. That said, I understand that some would like reduced time/cost for rebuilding.
-Unit production time and cost....I hope you leave the vanilla unit tier vs city size mechanics.
.......
I guess basically at this point, I'm really happy with what you already made.....in fact, the things I look forward to the most are:
1-asymmetrical race relations
2-increase usefulness for fire strike (maybe make the burn effect more likely to occur, and the burn attack per turn a higher chance of hitting).
3-......wow, I guess that's all I have on my wish list!
I am just now realizing how close the present version is to (for me) an ideal version......Thank you so much for all the work you've done!
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southern
Old User
Registered: Jul 2011
From United Kingdom