Some current issues

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Alexander82
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Re: Some current issues

Post by Alexander82 »

about range it is strange, they should be working already.

about power it can't work yet cause we need to json all the effects to take into account spellpower (so they will get power increase with levels)
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Savra
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Re: Some current issues

Post by Savra »

The elves ones and humans ones don't, the undeads ones just increase armour instead of range so they might have had the values out in the wrong area I'm assuming.
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Alexander82
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Re: Some current issues

Post by Alexander82 »

I'll try to fix all these then
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Re: Some current issues

Post by Alexander82 »

ok, range techs are now fixed
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Re: Some current issues

Post by Savra »

I take it that since certain units still can't summon you haven't done those yet?

Who switched there summoning range to zero anyway?
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Alexander82
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Re: Some current issues

Post by Alexander82 »

In truth the summoning range was fixed at 1 but now it scales with the unit casting range (thus some must be fixed). Can you list me all the ones that need fixing?
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Re: Some current issues

Post by Savra »

Wisp summoning (Great tree)
Wisp summoning (temple of nature)
Dig up corpse (grave digger)
Summon feral highlander wight
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Alexander82
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Re: Some current issues

Post by Alexander82 »

Ok.

I'll make those in next version.
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Re: Some current issues

Post by Savra »

Alexander82 wrote: Mon Aug 17, 2020 10:51 pm ok, range techs are now fixed
Elves one at least, the arcane one, doesn't work still. Elf wizards range for her spells are still the same and I've researched the first one already for arcane casters. I'll check the others.
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Alexander82
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Re: Some current issues

Post by Alexander82 »

Savra wrote: Tue Aug 25, 2020 1:38 am
Alexander82 wrote: Mon Aug 17, 2020 10:51 pm ok, range techs are now fixed
Elves one at least, the arcane one, doesn't work still. Elf wizards range for her spells are still the same and I've researched the first one already for arcane casters. I'll check the others.
AbilityPower techs work isn't noticeable yet but they work.

Later they will also provide an increased success of casting a spell (so spells will work better against untis with spell resistance)
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Re: Some current issues

Post by Savra »

Ok never mind, ranged techs are fine, I just missed the increase in the stats pg.

Worker corpse reanimates into a skeleton pirate after research of either armoured skeletons of reanimate armoured skeletons.
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Re: Some current issues

Post by Savra »

Also, @@Alexander82, @Stratego (dev), the did hard tech for phantoms doesn't work, they still die in one hit (the corpses I mean.)
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Re: Some current issues

Post by Alexander82 »

Savra wrote: Mon Aug 31, 2020 6:46 pm Ok never mind, ranged techs are fine, I just missed the increase in the stats pg.

Worker corpse reanimates into a skeleton pirate after research of either armoured skeletons of reanimate armoured skeletons.
I'll check
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Re: Some current issues

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Savra wrote: Mon Aug 31, 2020 6:57 pm Also, @@Alexander82, @Stratego (dev), the did hard tech for phantoms doesn't work, they still die in one hit (the corpses I mean.)
I think it is b@Stratego (dev) checks this one. He have made these ones, so I wouldn't know where to put my hands on.
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Alexander82
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Re: Some current issues

Post by Alexander82 »

Savra wrote: Mon Aug 31, 2020 6:46 pm Ok never mind, ranged techs are fine, I just missed the increase in the stats pg.

Worker corpse reanimates into a skeleton pirate after research of either armoured skeletons of reanimate armoured skeletons.
Ok, in next should be fixed
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Re: Some current issues

Post by Stratego (dev) »

is here anyhing i should check?
if so please
- tell me the problem,
- tell me how i can reproduce,
- and the expected good work.
- and do we have it in google play version
- or only in current dev version?
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Re: Some current issues

Post by makazuwr32 »

Alexander82 wrote: Mon Aug 31, 2020 8:06 pm
Savra wrote: Mon Aug 31, 2020 6:57 pm Also, @Alexander82, @Stratego (dev), the did hard tech for phantoms doesn't work, they still die in one hit (the corpses I mean.)
I think it is @Stratego (dev) checks this one. He have made these ones, so I wouldn't know where to put my hands on.
It is due to the fact that corpses have 1 hp. They should have 2 hp instead so ability works. I suggest for that tech to also give for corpses +100% hp.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Alexander82
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Re: Some current issues

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I've added "hpMax":1, inside the tech json but I fear it will just increase hp by 1% instead by +1
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Re: Some current issues

Post by makazuwr32 »

Well we can test that.
You can check how this works on ent techs and adjust accoring to that.

Just a reminder ent techs give +5% bonus hp to unit.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Some current issues

Post by Stratego (dev) »

i dont really like how hpMax handling now works i will open new topic to eliminate it.

i did not understood the corses thingie - what is the problem there? seems weird giving all corpses 2 hp - but idk what is the problem.

also i have not seen in this thread anything to fix in code, i hope i saw right or tell me what - thx - maybe better in email (wit all bulletpoints i wrote above needed to fix the bug)
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Re: Some current issues

Post by Alexander82 »

these corpses need to have 2 hp to make use of die hard
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Re: Some current issues

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Stratego (dev) wrote: Tue Sep 01, 2020 12:24 pm i dont really like how hpMax handling now works i will open new topic to eliminate it.

i did not understood the corses thingie - what is the problem there? seems weird giving all corpses 2 hp - but idk what is the problem.

also i have not seen in this thread anything to fix in code, i hope i saw right or tell me what - thx - maybe better in email (wit all bulletpoints i wrote above needed to fix the bug)
Problem here is that in order to work for DieHard ability before hit unit must have more than 1 hp.
That is why we need 2 hp for them.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Some current issues

Post by Stratego (dev) »

i see.
but i think i already made that(or something) for the phantoms that made them die hard working - or not?
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Re: Some current issues

Post by makazuwr32 »

Not sure about phantoms but this is required for their corpses.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Some current issues

Post by Stratego (dev) »

yes, i mean that. that was working as i remember - arent they?
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Re: Some current issues

Post by Savra »

No, at first I thought it was working too, but then I tested it myself by researching the tech "phantom die hard," and tried them against an imperial crossbowmen. The end result led to the corpses dieing in 1 hit rather then 2, I tried some other ways too, same result.
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Re: Some current issues

Post by Savra »

Imperial might works fine, but if you take the phantom corpse set it on a map, put a unit on the other team, set for researched techs "phantom die hard," then attack that corpse, you'll destroy it in one hit.
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Re: Some current issues

Post by Savra »

I had to double check this just to be sure, but the dwarves last 2 shield techs don't work, their shield units at max upgrade should have +8/+8 armour (combination of armour and shield techs) not +6/+6 armour (same combination)

Also dwarf priests shouldn't be effected by shield techs.
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Re: Some current issues

Post by Alexander82 »

the last 2 techs give them some dodges
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Re: Some current issues

Post by Savra »

Wait, how? It's a hefty shield, how do they gain dodges with that?

Anyways the descriptions don't necessarily say anything about them gaining dodges, same with elven dodge techs, so those may need to be updated.

Also, this is just a personal preference and nothing too major you would have to put your efforts to, but it would be nice if we brought back the system that tells players which units are effected by which techs.
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