Asakari
Skirmisher
Schwartzvald...
Posts: 50
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Post by Asakari on Feb 23, 2010 19:48:14 GMT -5
This is gonna be a long text, be warned. The housing population growth is very messed up, I can't have 50% working class like I used to, and this to me is a very big deal for me. 10% is the max you can get anything up with ALL growth supporting buildings. @ : I know there is a bug about rations in v1.4a, already fixed in the unreleased version, but personally I easily have 50% and even 55% of working people with the 6 aura buildings plus the rules of "Rations = 2*Tax + 1"... Precise which version you played please... I see that you update this map quite more regularly than the original makers. As to note, I downloaded and played the map about a day before that comment was made, and at the time the current version was 1.2b hosted on my own personal bot. Because of that issue, I only hosted that map once. I do have some suggestion for features some of them being: -Aircraft repair vehicle (empires) -Re-purpose a power plant solely for that of gaining an increased research rate. (OP?) -Trade points for completing quests -New tower and building options for the hero builder --->Tower classes (w/ Different item requirements) --->Tower damage balanced with Empire. --->Fortification/damage upgrades for walls or spike traps. --->Storage building has the ability to transport items and/or pack mule available for purchase at camp. -General has more specialized troops unlocked by level, dealing more damage but limited to an attack range, type, or unit. Enabling for general to stay equal with empires late game.
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Post by Sleaker on Feb 24, 2010 1:55:42 GMT -5
THe troops from general heroes are actually fine, they gain HP/Damage every time the hero levels up. and you have to wait to get multiples of them since they refresh only so often. In addition to this, they gain a bonus for killing multiple enemies and in a sense 'level up' to gain more damage.
Generals are actually the most powerful of the heroes imo.
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Asakari
Skirmisher
Schwartzvald...
Posts: 50
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Post by Asakari on Feb 24, 2010 16:28:15 GMT -5
Answer to long games? Fast mode host picks (red) Just like battlecraft kkthxbai im going to fall of the world again see you next year "Early game heroes have a very hard time soloing unless they are Necromancer or Generals (or both). Trying to be a builder is like serial suicide, or staying level 1 for the game helping the generals. If you manage to level enough in time, you can beat the flow. But that takes teamwork."I have not played the new version of HaE sad as it is but unless he changed it alot... Ranger and Trader are THE best heroes when you are freelancer or builder This is absolute nonsense, a trader builder is possibly the most easiest builder hero. Surviving as the Trader builder is the easy part, helms and swords, etc. But actually becoming a threat is the only problem.
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Post by arnaudb on Feb 26, 2010 5:08:58 GMT -5
Btw Asakari, you spoke about mule pack for heroes so they can go buy at camp, but don't you think the "make campfire" in a camp is actually a better way ?
The fact is, I can't add much unit to heroes because else they could teleport anywhere.
Perhaps you didn't see the campfire/teleport technique, your point ?
(Map in progress, but exam coming are slowing it down...)
Thank to the crashing of my computer... update is delayed...
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Asakari
Skirmisher
Schwartzvald...
Posts: 50
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Post by Asakari on Feb 26, 2010 21:04:37 GMT -5
Btw Asakari, you spoke about mule pack for heroes so they can go buy at camp, but don't you think the "make campfire" in a camp is actually a better way ? The fact is, I can't add much unit to heroes because else they could teleport anywhere. Perhaps you didn't see the campfire/teleport technique, your point ? (Map in progress, but exam coming are slowing it down...) Thank to the crashing of my computer... update is delayed... Teleporting is overpowered in the sense that an enemy hero could just walk up to an enemy empire's walls, and let his vision be the link for another to get behind their walls and decimating their base. Plus making the pack mule "classified" as a flying unit would cease blinking ability.
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Post by arnaudb on Feb 27, 2010 5:08:08 GMT -5
Well I was thinking of adding a (costly) backpack to heroes... About the blinking, to attack empire I don't find it that imba, first to get close to walls you must either be ally of the empire or being able to survive through the tower, specially anti-heroes. I precise, I ALWAYS make 1 or 2 anti hero tower in my base, close to hall and workers. Also I find the fact that general can send mercenaries on empires without a risk more an abuse. I might change the teleport though, such as not being able to teleport if you've an enemy in 500 range around you, but removing the teleport system is dangerous in the sense that only H&E has such a teleport system (and a very useful one.) For heroes, what kind of new towers would you like ? Because the main tower present has at end, a high range, a high splash, high damage and a very decent attack speed. I am currently changing a lot heroes, beware of surprise. but also beware that I might not update a lot for the few next months, because I have the "baccalaureate" in June. Still I hope to release v1.5 soon. An exemple of the new choice system, isn't it pretty ? (and not "entry" trouble like dialog do, I promise) img697.imageshack.us/img697/3637/newchoicesystemb.jpgWho support that mean instead of dialog ? (yes, you can answer to this question.)
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Post by arnaudb on Feb 27, 2010 17:21:17 GMT -5
I think it worthed a double post so here is a preview that show a PART of v1.5 changelog :
*Changement of Class : the 'Warrior' become the 'Berserk' and some skills are remade. *Changement of Class : the 'Monk' is still the 'Monk' but become Berserk counterpart as a physical tank. *New Class : The 'Hunter', Ranger sister-class. ->Less offensive than ranger, but more durable and excellent for hit and run with spells and traps. ->Once encircled... may die quickly. *New Class : The 'Dark Ranger', Necromancer sister-class ->Summoning and debuffs hero, excellent at keeping offense with her summoning dark arrow, banshe summon or annoying spell. ->Extremtly efficient if you keep fighting without stop but might have a hard time to beat Kalendren, need a lot of mana compared to her resource. *New Class : The 'Knight', Assassin counterpart and an AGI hero ->Semi-Tank with lot of buffs and heal, very hard to kill but still have some deadly ability. ->Hybrid class needing a good repartition of stats, afraid of dispel. ->Good at everything, bad in nothing, excel in nothing. *New Class : The 'Assassin', Knight counterpart. ->good for movement and instantkill, highest physical dps. (Do I really need to describe the Assassin class ?) (Since I do not want the map to be spawm by Assassin, and to balance with other hero.) ->Assassin begin with -50 in armor and his "shadow" Ability need a proper use, better to be used in team, Assassin is NOT a lone fight/semi-tank but a quick instantkiller. ->As such, Assassin spells might need some skills if you want to be on your own. For those who still do not understand, do not play Assassin without team to support or using your brain to optimize spells. *Changement of Class : The 'Wizard' spells now divide in six branch including fire, frost, ice, lightning, earth and arcarne. ->Wizard has no sub-class, but the fact that it has six branch of spells make him the hero with most spells (though you will not have all spells ofc) *New Class : The 'Dominator', Trader counterpart. ->A powerful class able to make tons of wards around the map without limited time, can make enemies drop material more when killing enemies. ->Very efficient as a trader, can easily take over the map if well played, but might be overpowered by Kalendren. In case of death, will have to remake all work done, thus it might be a frustrating class, not for nerve-cracking people (you are warned). ->Need a LOT of mana, is desesperatly slow and death is troublesome. Lack of instant damage spells. *The class 'Cleric' change and divide in two : ->A STR tank hero, the 'Paladin', pure tank/healer/light buff. (no need to say more.) ->A Int ranged-support hero, the 'Priest', pure healer/support/strong buff. (OP as general...unless the enemy goes for your hero.)
If your guys aren't dying of joy with this, then I'm screwed ! (R&R-R&R-R&R-R&R)
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Asakari
Skirmisher
Schwartzvald...
Posts: 50
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Post by Asakari on Feb 27, 2010 19:56:29 GMT -5
Dominator: To balance this hero, you'll need to limit the amount of wards the 'Dominator' can lay down, and maybe have the amount of wards increased comparable to the difficulty. Less wards the easier the game, after all what is a game if it doesn't make someone have a challenge?
If you increase the item spawn rate for this single class and it's a trader variant, you'll need to take off the trader point skill he has or nerf it.
Please make your counter-classes a bit more easy to tell. If a hero, building, or object doesn't have a counter to it, it is in essence overpowered because it cannot be properly fought.
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Post by arnaudb on Feb 28, 2010 4:03:16 GMT -5
Basically, you can pretty much fight anything, the thing most hero fear is dispel because it destroy both buff (knight, priest, paladin...) and summon (Necromancer, Dark Ranger, etc...) Also the dominator wards aren't that much strong and can suffer from spells, they can do a lot IF the hero fight with them, but we all know trader-like class is a bad fighter Dominator is best played in team, if you play it solo using General is almost an obligation. Wards are pretty strong, but you can't just spawm them by hundred, for lag reason. The dominator has one skill with has low cd, it's a summon ward but those have limited duration which explain the cd. But yes, the dominator won't have a tradepoint skill as strong as the trader (which will be buffed). Edit : curse those fatal error(of Worldeditor...) anyway I forgot to precise, but most wards of dominator will need material, they aren't free.
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Post by rices on Mar 20, 2010 14:40:07 GMT -5
seems dead to or just freezed? maybe some one can introduce a europe H&e player, who search actually the best version who could be improved maybe i just missunderstand the comment in the changelog by 1.4a on hive
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Post by arnaudb on Mar 21, 2010 7:43:45 GMT -5
Actually I am still working on hit, the problem is called "Baccalaureat" which closest translation is exam. The map is still progressing thought. Btw if anyone had the 0 citizens problem, can he send my a screenshoot of it with the sight of his city and of the multiboard ?
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Post by rices on Mar 21, 2010 15:57:19 GMT -5
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Post by Royce13 on Mar 22, 2010 7:17:38 GMT -5
What is the bug ? The name for building the house?
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Post by grimatoma on Mar 22, 2010 8:36:09 GMT -5
if im correct a few months ago i tried this, and it was nearly impossible to win as an emp. ill try it again tonight and see if am mistaken
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Post by rices on Mar 22, 2010 8:38:33 GMT -5
the 0 citizens thing, i figure it out that it's comes the most time if player red not choosen or when he isn't an empire and the list again, what come wrong in my eyes ^^ Risen 1.4a error, no aura info, or it's wont work can't check that to much relax for civ(dunno if it wanted) just 10% - 15% want to work in the town hall b4 the citizens go away forge still wont work and loose of resources in it que of scintific buggy, sometimes disappear of the icon menu and stopped que, just abort or rebuild of the techcenter helps construct of the libary from materials isn't possible, materials gone for good double hiring? plant not needed for powerusage potions will be added by one, if they dropped and equiped again (just used them so, where i double buyed them with one slot empty) ________________________________________ btw. i like the vote dialouge, but could be handy to beginners because the most don't come over Dota style, where only one choose or where they will be forced to vote ^^
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