Jump to content

X3M

Fedaykin
  • Posts

    1,179
  • Joined

  • Last visited

  • Days Won

    3

X3M last won the day on December 26 2023

X3M had the most liked content!

Reputation

140 Excellent

2 Followers

Profile Information

  • Location
    Weert

Recent Profile Visitors

12,644 profile views
  1. Not sure what you are talking about. A re-balance is my goal. But only for custom made maps. As if they are single player missions. I will be using the lessons I learned from balancing other RTS games. Either way, the re-balance that I have in mind will mostly increase the damages of the archers axethrowers and the destroyers. Yes, this is where it all started. They felt so weak in custom maps. And in the single player campaign, you really only use them when you camp. And the upgrades take a lot from your treasure chest too, if you are to use them. A total of 11600 for the orcs and 11100 for the humans. Melee is only 6800. And another 3000 to 4000 for the magic. Also, the towers seem to be to weak in their health status. Other than that, I already took a look at how I could make more faction differences. The boost is not much on the archers and axethrowers at first. From 6 to 10 piercing. But with this, they are immediately on par with the melee units. And are now a valid support option. They get the job done. The axethrowers exchanged 2 piercing again for more health. And their regeneration is much more valid now. While they can get bloodlust. This effect is often only used against gryphon riders. So, the berserkers are stronger in their primairy role this way. The archers in theirs that of extra dps. The upgrade costs of both go down a bit. Not much, but noticable, so an archer/axethrower rush is now a strategy too. The towers get more health, all of them. The costs of the upgrades are also a bit different. A major difference is the astetics of the towers, where the orc variants look like they are still made of paper mache. And so, thus they are still made of paper mache. Their health boost is less, but get more damage in return. As for the grunt and ogre, I give them an extra 2 basic damage, and 50% more armor. The upgrades on armor remain the same. But the damage upgrades are slighlty cheaper. The costs of the grunt is 800 and the Ogre is 1100/100 The destroyers, I made no differences. The damage goes from 35 up to 56. This due to their cost. The battleships are almost perfectly balanced. Had to reduce their health from 150 down to 140. This means that the number of shots needed to take one down with a destroyer, goes from 8 down to 4. The dragons and gryphon riders.... well, practically speaking they are a yes/no unit. And mathematically speaking, they were perfectly balanced already. Seeing as how the AA units play a bigger role now. The dragons and gryphon riders are less viable in their roles. Still, I need to look into the magic stuff for rebalance. But I suspect, the archers/axethrowers are going to be needed more than ever. In contrairy than the mages/death knights. Catapult and Ballista.... well, I love adjusting them. But it turns out, these are perfectly balanced to begin with. And with the towers getting their health upgrade, it would be more viable to get them too. Since I love adjusting them, I decided to only adjust the Ballista, giving it more attack range, while reducing the damage. The upgrade costs for this one increases. The 2 units that still need to be looked at are the submarine units and the magic casters. Chances are, they get a higher cost due to being able to cast magic. I am going to include the magic as a double DPS system. I simply need to calculate it all. And yes, some magic is stronger than other magic. So, I need to let loose my "choice" math. I will only explain if asked though.
  2. Pondering about the upgrade balance now. Seeing as how lower damage value's have more of a percentile increase than higher damage value's. Should I make upgrades cheaper when the units get less of a percentile bonus? And would it only be the damage? Or should I include the armor changes as well?
  3. You didn't see the topic? If you are talking about the discussion in the comment section of that video. I am sure it is lost now in the numerous comments. Great to hear it was your gameplay that they watched. I think you made a typo. 0 armor takes only 2x amount of damage from bloodlust. Another trivia: If the armor equals the basic damage. And you apply bloodlust. You get once more that basic damage. If no piercing damage is present. You can go from 0 damage to any damage that the basic damage (and armor) are. And this is a factor "infinity" Either way, thank you for repeating it all once more. The link you provided. Has some mistakes from time to time. But also some very cool and vital information as well. The level 1 defence of a footman is 2, not 4. This is in the section of fighting towers. Seeing as how the information is given. I assume it had to be a knight instead. Which in this case would indeed make sense. I love how the Axolotl's guide shows a 3 wide forrest (top to down) act as only 2 wide in regards of sappers as well. And in some places you can chop 3 wide in 1 go as well. That is very important knowledge. I spot some more mistake(s) though. If it is your website, want me to PM them to you instead?
  4. Trying to put together an Excel sheet that calculates the costs of the units in the game. Now that I got the splash factor included. And also the yes/no usage of farms... The following units get to the same costs so far: Grunts/Ogre's/Catapults. And this surprised me. But the axethrower is still of. And the following factors here might be the case: - Factoring in anti air capabilities. Is it a +50% weight? +100% weight? What did they use? - I have several ways to calculate the weight of support and/or meat units. Maybe I shouldn't? And simply use a hard factor of 50% on structures?
  5. Here some sad news though. Most websites displaying unit statistics, give 0 armor to all flying units and oil tankers... But the original game has: - 10 armor for oil tankers. - 5 armor for dragons/gryphons. - And 2 armor for zeppelins/flying machines. Also, the wood cost of an oil tanker is often mentioned to be 250. But we all know it is only 200. And the oil cost of the subs is 900, not 800... The gold cost of the demolition units is 700, not 750... Why do they keep making these mistakes?
  6. O wow. So 25% is first calculated. Only afterwards the armor subtracted. This is Veeeerrrry interesting to know. Also interesting to know is that if you don't deal damage with splash... whatever unit is in the splash radius. Will simply stay there unprovoked. In other words. You can only provoke units by dealing damage with splash. A ballista or catapult doesn't have armor. So for battling these with splahs, armor is simply not included anyway. As for my theory on having to deal damage. I am going to do one more test... An archer with 0 damage, and an attack range of 15. 3 results from this test: - An attack range maximum is 15 on the archer. However, the +1 attack range upgrade does increase this with 1. So an attack range of 16 can be done too. (I honestly don't understand how I didn't test this for the past 3 decades...) - As for provoking. Even with 0 damage, you still will provoke an Ogre with an Archer. This because the attack is directly. - As for having different ROF on archers, one standing close and another far away. They keep the same ROF, the ROF is therefor separate from animations. Is there something else that I forgot to test here?
  7. Interesting analysis of splash damage: Here we see that splash is always the same damage. But then "doubled" in case there is no need for it. And thus then divided by 8. This means that 100 points in the centre. Always has 200 more points divided over the other squares. Well.... it does go wrong in 1 regard. Often, the total damage is twice that of the damage displayed. In short.... 25% of the maximum damage is used for a splash location. A Catapult does a maximum of 80, 95(96) or 110 damage against 0 armor. Same values are 60, 75(76) or 90 damage against 20 armor. As for the splash. 25% of these values mean: 20, 24 or 28. Not sure how armor is subtracted from the splash damage. A fact remains that buildings don't take splash. Well, that needs to be tested. Another question would be...following up on these analysis of this good sir. Would be testing if armor is subtracted from the "100%" value. Or the "25%" value. We get 2 possible notable different results when facing the Paladin, having 8 armor. Against an unupgraded catapult. 80-8=72. 25%*72=18. or... 25%*80=20. 20-8=12. Either we roll on average a 13.5 or a 9. Well, I am one for having an easier test. Might as well give the Paladin a whooping armor of 20. 80-20=60. 25%*60=15. or... 25%*80=20. 20-20=0.
  8. I see you liked my last 3 posts, MrFlibble. I got a lot of tldr kind of things to say. So...Are you perhaps interested in something specific, regarding the game?
  9. Alright, I did some testing. I made a .pud with a castle, lumber mill, archer and 1 pig farm. The pig farm has been very victorious in a couple of battles. I edited the lumber mill to have 0 armor. And the archer to do 0 basic and 0 piercing damage. As expected, the +1 upgrade allows for 1 to 2 damage. The second +1 upgrade still allows for 1 to 2 damage. And then the +3 upgrade..... did nothing! I re-edited the map and gave the archer 3 basic damage. This time the first +1 upgrade didn't increase. The second +1 upgrade now allowed for the 5 and 6 damage to pop up against the 0 armor. And against the castle, the damage went from 0 to 1-2 damage after the first upgrade. The +3 upgrade didn't increase the damage against the lumber mill. But suddenly the castle started taking 5 and 6 damages altogether as well. And while bloodlusted rangers are a thing. The basic damage was always nulled, even the double one. It is just that there is no damage increase by the +3 piercing against 0 armored units. Rangers and Berserker stand on equal grounds...In fact... Berserkers have healing and now have a slight better chance than a Ranger. Well..."now" is not the correct word. It was always that way. And I always made an assumption. Either way, knowing this. I can think of a new table of results, all possible upgrades: 3 basic, 6 piercing 0 armor: 5-10 2 armor: 4-8 4 armor: 3-6 3 basic, 7 piercing (+1) 0 armor: 5-10 2 armor: 4-8 4 armor: 4-8 (+33%) 3 basic, 8 piercing (+2) 0 armor: 6-12 (+20%) 2 armor: 5-10 (+25%) 4 armor: 4-8 (+33%) 9 piercing (3B -> 3P) 0 armor: 5-10 2 armor: 5-10 (+25%) 4 armor: 5-10 (+67%) 10 piercing (3B -> 3P +1) 0 armor: 5-10 2 armor: 5-10 (+25%) 4 armor: 5-10 (+67%) 11 piercing (3B -> 3P +2) 0 armor: 6-12 (+20%) 2 armor: 6-12 (+50%) 4 armor: 6-12 (+100%) Obviously it is still worth getting the upgrade. The first +1 upgrade is still, almost useless. But nessesary for the 2nd +1 upgrade.
  10. It has been..... such a long time since I posted here. A discussion came up on a Warcraft 2 video. In the comments. Someone is claiming to have read the source code. Right.... I should go back to testing and see the results. Anyway, the commenting happens here:
  11. Hot Damn!!! Hey... how about saving a link to every model you make. In the first post of this topic? The fact that we can look at any side makes it super cool.
  12. Wasted potential, honestly. Could have been one of the first RTS games with alternate endings. And not like how Kane lets the player choose a target for the Ion Cannon.
  13. Well, I asked someone else some months ago. He is from this forum too. But he never really started. We are working on a game you see. The game is being build with Unity. I could bring you into contact with the main man. But I guess by now, they already got someone for the job. Go check out "Infinite Control: Dark World"
  14. How good are you with.... Unity? Just asking....
×
×
  • Create New...