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version 1.107

Posted: Sat Oct 26, 2019 12:59 pm
by Stratego (dev)
version 1.106 is published

Re: Maps only in DEV version - waiting for their designers

Posted: Sat Oct 26, 2019 2:14 pm
by Puss_in_Boots
I now see a problem with polearm users. They need to be recognized as light_foot_melee in order for anti inf to function properly against them.

Re: version 1.107

Posted: Sun Oct 27, 2019 9:14 pm
by Endru1241
Spearman line wasn't getting any anti-infantry bonus ever (from what I recall anyway). Neither from archers, nor infantry anti-infantry (mace, flail, celt) and especially not from cavalry.

Re: version 1.107

Posted: Mon Oct 28, 2019 6:19 pm
by Stratego (dev)
Feature:from now, you can change your player color in campaign games and in network games
Fix: transport units (transportships, wagond and so on) will only let pass tru units that they can also carry too

also written in modders lounge a new setting for terrain emulation of carrier units.

uos 20

Re: version 1.107

Posted: Wed Oct 30, 2019 5:24 pm
by Stratego (dev)
Changes by Edru! thanks! uos already

Added new effect - low morale (-1 power, -1/-1 armors)
Berserk now has low morale aura affecting enemy units in range 4.
Changed icon indicator for roman aeanator speed boost
Added new effect - Real Drum Beat (+1 speed for all foot units)
New unit Drummer (with old drummer image) -has aura with real drum beat, range 4
Change: Siege Tower can go into buildings
Bug Fix: Siege Tower can once again travel through bridge
Bug fix - War Elephant, his upgrade and Mahout had no category
Few units simulate terrain now: bridges, siege range, dock, nordic hall, transports
Wagon no longer allows ship passage

Re: version 1.107

Posted: Fri Nov 01, 2019 7:02 am
by Stratego (dev)
Core bonus fixes:

i have found that bonuses were counted wrong:
if a unit 1 had bonus against unit 2
and unit 2 also had bonus against unit 1

and unit 1 attacks unit 2

than on counter - bonus calculation unit 1 was attacking with base attack instead of bonused attack.

---------------------

now i have fixed it so
attack: bonus is always calculated for the attack even if the target also has bonus aginst.
counter:
- bonus is always calculated to counter (even if both had bonus agins each other)
- counter is halved by default and NOT halved if ONLY the countering unit has bonus against the attacker

i hope it does not ruin enything.

please tell me.

(not yet uos i put in only if no problem changing this)

Re: version 1.107

Posted: Fri Nov 01, 2019 7:49 am
by makazuwr32
Previous variant when bonus was annulated on counter in situation when both units have bonus against each other is better as for me.

More fair in situation of "infantry anti-cav vs anti-infantry cav".

Re: version 1.107

Posted: Fri Nov 01, 2019 10:40 am
by Endru1241
Maybe adding new specUnitAction to loose bonus on counter if attacker has also bonus and giving it to cavalry would simulate somehow the old way.
Corrected way is more logical and less complicated.
It's mainly cavalry that's the problem (lancers, knights especially).

Re: version 1.107

Posted: Fri Nov 01, 2019 11:08 am
by Stratego (dev)
ok, i have undoed the modification, and made a global switch called IS_BONUS_NEGLECTS_EACH_OTHER

in AOF/AOS it is true(works old way) and in AOW it is false (works new way)

Re: version 1.107

Posted: Sun Nov 03, 2019 11:58 am
by Stratego (dev)
Endru pack! thanks!

Jsonized animals - bear, deer, dolphin, some neutral structures - fire, 5 kinds of stones, wall, school sign, rocks.
Now all units should be jsonized! A milestone of sort. Though techs, transformations, terrain definitions and some effects are still left.
Change - Upgrade to Cathedral costs 3 turns.
Change - Upgrade to High Castle costs 4 turns.
Change - Shielder and Defender have 2x counterattack damage.
Change - Cavalry bonuses doesn't apply on counterattacks against units having bonus vs them (e.g. vouglier)
Change - Lancer and his upgrades bonuses works only offensively. They don't get any bonuses on counterattacks.
Change - Flailman has halved damage on counterattack (1/4 of base attack) instead of none at all.
Change - Celt doesn't get any bonus damage on counters agaist him.
New upgrade - Town Center lvl 2 - any TC can be upgraded (separately) to have additional healing, small mending capability, ranged attack and aura boosting defence of units inside (+3/2 armor). Beware - upgrade is not lost when enemy captures it.

uos 20

Re: version 1.107

Posted: Thu Nov 07, 2019 10:37 pm
by Stratego (dev)
ok, now i have changed several things in core and we have now (only for testing reasons)
- Hard AI (i hope is untouched - but need testing)
- Easy AI - emporarily i have revoked from here the "upgrades" producing - it will not produce shopitem units. please test it
(i have yet introduced ultra easy AI, and i have yet made campaign difiiculty modifiable - so now it is only testable in skirmish maps with easy and hard AI)

uos 20 in AOS.

Re: version 1.107

Posted: Sat Nov 09, 2019 9:46 am
by Stratego (dev)
New feature:Restructured help section, with unit browser
New feature:Trigger editor unit type selector is using visual gridview

first in AOW version uos 30

Re: version 1.107

Posted: Sat Nov 09, 2019 10:45 am
by Stratego (dev)
in all version uos 10

Re: version 1.107

Posted: Sat Nov 09, 2019 10:32 pm
by Stratego (dev)
The first verison of changeable difficulty on campaign maps is in.

there is a button to set from
- Hard and Easy
- changes the eranable gems count
(and internally the game will change the AI players to easy AI and hard AI depending the setting)



uos already

Re: version 1.107

Posted: Sun Nov 10, 2019 1:31 am
by Puss_in_Boots
Perfect, that'll get rid of the nasty reviews! :)

Re: version 1.107

Posted: Sun Nov 10, 2019 6:22 am
by makazuwr32
Question:
Can you than give for campain creator ability to lock ai type (easy/hard)?

For example i need on one map for ai to produce only basic units of orcs. It must not have access to upgrades or such. And is it not only 1 ai on the map (this one is easy, another one is hard and third one is hard as well).

Re: version 1.107

Posted: Sun Nov 10, 2019 6:54 am
by Stratego (dev)
this would remove the main point of this "difficulty" setting.

on this map player would not be able to set to hard if he likes to.

use the unit restricting by trigger if u want to nerf the units to build.
nd maybe suggest improvement there to be more easy.

Re: version 1.107

Posted: Sun Nov 10, 2019 7:10 am
by Stratego (dev)
however i can do that it will onlythange AI difficulty if it wants to be easier.
so on hard mode it will not modify the AI to hard if it was set to easy.

what do u think?

Re: version 1.107

Posted: Sun Nov 10, 2019 9:56 am
by godOfKings
It will b useful for example if the easy ai is the ally of the player and the player has to save it, like a weak village under siege, that type of setting

Re: version 1.107

Posted: Sun Nov 10, 2019 1:33 pm
by Endru1241
There is a problem with easy/hard settings gem change. Actually few.
-Once player completes a map in easy setting with three stars he looses 1 gem forever.
Possible solution - indicator in which difficulty map was completed - if completed in easy, then player then could play it again to get 1 last missing gem getting the same number of stars.
-Easy difficulty doesn't really change anything for some maps. Only catapult (area damage on start), fortifications (massive walls and masonry) and production capabilities change. Doing map in which AI which had only set units won't be any easier and yet gem punishment remains.
-There is many maps really long to complete. If someone changed difficulty in hopes it will be easier to at least get some gems (at least 1 to have some progress in getting desired upgrade) and turn limit is too tight, he could get nothing. 0 gems after investing some time and completing the map may seem too unfair.

Re: version 1.107

Posted: Sun Nov 10, 2019 2:43 pm
by Stratego (dev)
"Once player completes a map in easy setting with three stars he looses 1 gem forever."
sure? i think it can replay it an earn the extra gem - isnt he? if not: what happens?
Easy difficulty doesn't really change anything for some maps. Only catapult (area damage on start), fortifications (massive walls and masonry) and production capabilities change. Doing map in which AI which had only set units won't be any easier and yet gem punishment remains.
exactly, any suggestions?
There is many maps really long to complete. If someone changed difficulty in hopes it will be easier to at least get some gems (at least 1 to have some progress in getting desired upgrade) and turn limit is too tight, he could get nothing. 0 gems after investing some time and completing the map may seem too unfair.
I am not sure i understans: if you dont win you will not get gems, that was alwas as it is - or what is your suggestion to change?

Re: version 1.107

Posted: Sun Nov 10, 2019 2:48 pm
by makazuwr32
Stratego (dev) wrote: Sun Nov 10, 2019 6:54 am this would remove the main point of this "difficulty" setting.

on this map player would not be able to set to hard if he likes to.

use the unit restricting by trigger if u want to nerf the units to build.
nd maybe suggest improvement there to be more easy.
The problem is that i am using more than 1 ai for nearly all my maps and they even with "easy ai" should be the hardest. Also i am using ais not only for enemies but also for allies as well and changing allied ai-hard to ai-easy actually could instesd of making game easier to make it harder in some cases.

In general i suggest to make "hard campains" to ha e locked difficulty that should not be changeable (including ai-types).

Re: version 1.107

Posted: Sun Nov 10, 2019 3:43 pm
by Endru1241
sure? i think it can replay it an earn the extra gem - isnt he? if not: what happens?
Tested it myself - I played map on easy, got 3 gems, then replayed it on hard - nothing happens.
It's because my save had the map checked as completed with 3 stars, so I don't get anything on replay anymore.
exactly, any suggestions?
Maybe some chance for stupid move.
E.g.:
10% chance to skip moving unit (it happens sometimes for players too),
15% chance to move unit 1-2 less tiles,
5% chance to skip attacking melee
I am not sure i understans: if you dont win you will not get gems, that was alwas as it is - or what is your suggestion to change?
No. I am talking about completing the map.
There is three possible rewards:
within tighter turn limit aka 3 stars - 4 gems
within looser turn limit aka 2 stars - 2 gems
outside turn limit aka 1 star - 1 gem consolation prize.
There are still maps impossible to complete within turn limit (e.g. AoS betrayal of king maximus, much more in AoF), yet somehow long.
I think player should still get some consolation prize after completing the map.
I can think of two possible things to do:
1. Change normal rewards to be 4,3,2 gem, then after -1 punishment for lowering AI level completing the maps still gives 1 gem.
2. Change -1 gem to only lower gem pool to not lesser than 1, so rewards on easy will be : 3,1,1.
One gem is not much, but it serves as consolation prize finely - Few maps like that and at least some upgrade can be bought.
The problem is that i am using more than 1 ai for nearly all my maps and they even with "easy ai" should be the hardest. Also i am using ais not only for enemies but also for allies as well and changing allied ai-hard to ai-easy actually could instesd of making game easier to make it harder in some cases.

In general i suggest to make "hard campains" to ha e locked difficulty that should not be changeable (including ai-types).
Why not just give map maker possibility to set AI level changable.
On map setup in map editor default AI player would have AI-Hard Changeable, and map maker can set it to AI-Easy Unchangeable or AI-Hard Unchangeable.
This way most maps can still be played on easy, and map makers gets possibility to set things.
E.g. setup
Player - human
AI-Hard Changeable (main enemy)
AI-Easy Unchangeable (stupid ally of human player)
AI-Hard Unchangeable (smarter/better ally of human player)

Re: version 1.107

Posted: Sun Nov 10, 2019 3:50 pm
by godOfKings
well tbh, although i did propose making it that easy ai dont use upgrades, i never proposed player can change ai difficulty that was set up by map maker, only in skirmish maps, and new map makers was supposed to use the advantage that old maps missed instead, and now more troubles are appearing one after another

Re: version 1.107

Posted: Sun Nov 10, 2019 3:59 pm
by Puss_in_Boots
Better they arise sooner, or they will break games later.

Re: version 1.107

Posted: Sun Nov 10, 2019 10:17 pm
by makazuwr32
Endru1241 wrote: Sun Nov 10, 2019 3:43 pm
The problem is that i am using more than 1 ai for nearly all my maps and they even with "easy ai" should be the hardest. Also i am using ais not only for enemies but also for allies as well and changing allied ai-hard to ai-easy actually could instesd of making game easier to make it harder in some cases.

In general i suggest to make "hard campains" to ha e locked difficulty that should not be changeable (including ai-types).
Why not just give map maker possibility to set AI level changable.
On map setup in map editor default AI player would have AI-Hard Changeable, and map maker can set it to AI-Easy Unchangeable or AI-Hard Unchangeable.
This way most maps can still be played on easy, and map makers gets possibility to set things.
E.g. setup
Player - human
AI-Hard Changeable (main enemy)
AI-Easy Unchangeable (stupid ally of human player)
AI-Hard Unchangeable (smarter/better ally of human player)
That is fine variant for me.
But in my campain there could be more than 1 enemy (and on 1 map i am using all 6 slots with changeable sides for player and ai's) and that is main reason why i need ai-easy for some of them.

To be more certain:
I have currently next setting on that map:
1. Player, team 1
2. City, team 1, ai easy. Has same production buildings as №3 later.
3. City, team 2 (this one is needed to change in 3rd part of the map alliances; player gains control over AI №4 forces and city 2 gains control over city units and ex-player units to defend the city). Ai hard, has same production buildings as №2 before.
4. Raiders, team 3. Ai doesn't matter because no production.
5. Raiders 2, team 1 (for 3rd part of map as well, player is granted in that part control over part of forces, not over all forces). AI hard, has production.
6. Citizens, team 2. Required for 4th part of the map. Also most units in city are "citizens" and if you will attack them in part 1 than it would be much harder in part 2 to defend city. AI easy (they will ha e some production of militia-like basic units in the 4th part of the map).

Re: version 1.107

Posted: Mon Nov 11, 2019 9:24 pm
by Stratego (dev)
ok i made easy ai to have AI_SILLY_MOVEMENT option:
meanin all movements it does with units will be halved rounded up.

will be in in next update

Re: version 1.107

Posted: Tue Nov 12, 2019 5:38 am
by makazuwr32
Is this required?
I do not like this option.

Re: version 1.107

Posted: Tue Nov 12, 2019 7:44 pm
by Stratego (dev)
from now "power" is a real number not ineger, meaning modders can give power=5.2 instead of integer values.
however i suggest to use it only in special cases as these values a little harder to read and remember.

Re: version 1.107

Posted: Tue Nov 12, 2019 8:27 pm
by Endru1241
It would be great if hp could be floating point too.
Of course to not change things much battle could still round up hp damage to 1.
What I'm thinking about is to use it for building - especially siege machines.