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Messages - DaveUKR

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16
Strategus General Discussion / Strategus Nations
« on: April 27, 2019, 12:22:11 pm »
This is short guide on nations implemented in Strategus VIII.

Swadia
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Inspired by: English region
Fiefs: 13 in total. 2 town conglomerates: Praven (2 castles and 3 villages) and Uxkhal (3 castles and 3 villages)
Location in Calradia: West - North-West

Balanced offensive nation that keeps their strength during all stages of Strategus, starting from early game and up to late game. Suits well for a huge faction or an alliance of factions or alternatively can be divided to 2 separate factions each ruling 1 town conglomerate. Although nation is relatively efficient in siege defense and fiefs are decent to defend, their location on the map makes them easier targets for ambushing and occasional raids by bandits while main armies are on the crusade.

Strong sides:
  • Cavalry. All the tools to dominate with cavalry - great lances, heaviest horses, powerful cavalry one-handers and two-handers, even Cavalry Crossbow giving an opportunity for horse crossbowmen.
  • Plated armor. Access to plated armor makes this nation very effective in late stages and sieges.
  • Ranged. Although Swadian ranged are not the best in Calradia, they still have access to both decent archers and crossbowmen, making Swadia versatile.
  • Powerful against armors. Morningstars in all 3 melee weapon types make Swadia powerful against armored defensive nations. Both high pierce damage and bonus against shields destroy heavy armored targets, shielders and siege equipment.
  • Balanced. This nation's gear and fiefs don't limit it much. Might be not the best in anything, yet decent in everything.

Weak sides:
  • Vulnerable to cavalry. Swadia barely has anything to deal with cavalry. Only one weapon (English Bill) that can rear horses, which is relatively expensive. Also both ranged types are slow making them vulnerable to horse archers.
  • No blunt weapons. Not a single one and not even in alt modes.
  • No crushthrough weapons. Crushthrough weapons can only be blunt and Swadia doesn't have those.
  • No cut weapons with bonus against shields. Early game shielders counter Swadia because the only tools against shielders are top tier morningstars.
  • Lack of polearms. Lack of longer polearms and no balanced 4d polearms making Swadia very limited in this class.

Signature units:
  • Swadian swordsman
    (click to show/hide)
  • Swadian heavy cavalry lancer
    (click to show/hide)
  • Swadian heavy shielder
    (click to show/hide)
  • Swadian archer
    (click to show/hide)
  • Swadian crossbowman
    (click to show/hide)



Rhodok
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Inspired by: Italian and Spanish regions
Fiefs: 12 in total. 2 town conglomerates: Veluca (3 castles and 2 villages) and Jelkala (3 castles and 2 villages)
Location in Calradia: South-West

Defensive nation that is the most powerful in late stages of Strategus and weak during early stages. Suits well for a huge faction or an alliance of factions or alternatively can be divided to 2 separate factions each ruling 1 town conglomerate. Located in rough territories making it more difficult to trade but also more difficult for enemies to launch unexpected attacks.

Strong sides:
  • Crushthrough weapons. Access to Great Maul and Long Maul: the best two-handed and polearm crushthrough weapons.
  • Plated armor. Access to the best plated armor makes this nation very effective in late stages and sieges.
  • Crossbowmen. Access to the most powerful crossbow and bolts combination making it very effective against both lightly and heavily armored targets. Combined with Large Siege Shield, can be extremely effective.
  • Powerful against armors. Big variety of pierce and blunt weapons.
  • Variety of melee weapons. Melee weapons for pretty much any situation for all melee classes.
  • Knockdown weapons. Top tier blunt weapons with knockdown in all 3 melee classes, knockdown as well as crushthrough is extremely powerful mechanic in team fights.

Weak sides:
  • No cavalry. Rhodoks have no real cavalry besides Plated Donkey which is more of a joke.
  • Vulnerable to shielders. Unless Rhodoks bring in crushtrough weapons, they will have hard time breaking enemy shields/equipment with low raw damage blunt/pierce weapons with no bonus against shields. The only weapon with bonus against shields is Poleaxe which will most likely be absent in battles in favor of other polearms.
  • No archers. It can be compensated by crossbowmen but if Rhodoks fail to dominate in the battle, their ranged will be barely any effective because Arbalest users are very vulnerable to pressure, especially on open field.
  • Lack of villages. Lack of villages, especially combined with rough terrain, slows down Rhodoks' economy a lot during early stages of Strategus.

Signature units:
  • Rhodok plated mauler
    (click to show/hide)
  • Rhodok crossbowman
    (click to show/hide)
  • Rhodok heavy shielder
    (click to show/hide)
  • Rhodok heavy pikeman
    (click to show/hide)



Khergit
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Inspired by: Mongolian Empire, Cuman-Kipchak and surrounding nomad peoples
Fiefs: 10 in total. 1 town conglomerate: Narra (1 castle and 8 villages)
Location in Calradia: Center - East

Offensive nation that is the most powerful in early stages of Strategus, especially field battles and weak during late stages, especially sieges. Suits well for an aggressive cavalry oriented faction or alliance. Located in central eastern part of the map, giving opportunities to organize various trade routes or caravan ambushes.

Strong sides:
  • Cavalry. Khergits have access to most possible cavalry styles including the fastest horse in the game - Courser and the best horse archery items.
  • The fastest start. Huge amount of closely located villages combined with Sumpter Horse that is the cheapest fast horse in game (twice cheaper than Rouncey) and central location in the map make Khergits grow economy and possibly troops (by converting fiefs' population into troops) faster than anyone else in Calradia.

Weak sides:
  • Vulnerable fiefs. Lack of castles combined with low defense capabilities makes Khergits vulnerable to massive organized fief attacks.
  • Weak against heavy armor. Khergits lack top tier blunt/pierce weapons (including ranged) to fight against plated enemies in late game.
  • Weak infantry. Being a cavalry oriented nation, Khergits feel weaker in fights with no horses.
  • No crushthrough weapons. Not that those could be used on horseback, but still a major downside during sieges.

Signature units:
  • Khergit heavy cavalry lancer
    (click to show/hide)
  • Khergit horse archer
    (click to show/hide)



Vaegir
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Inspired by: Slavic regions
Fiefs: 12 in total. 2 town conglomerates: Curaw (2 castles and 3 villages) and Khudan (2 castles and 3 villages)
Location in Calradia: North - North-East

Balanced nation during all Strategus stages. Suits well for a huge faction or an alliance of factions or alternatively can be divided to 2 separate factions each ruling 1 town conglomerate.

Strong sides:
  • High cut damage weapons. Access to Bardiche and Voulge types of weapons make Vaegirs very effective against medium and low armored enemies, especially shielders.
  • Archers. Access to very versatile bows and pierce arrows make Vaegir archers one of the best in the game.
  • Cavalry. Vaegirs have strong cavalry opportunities having good horses, Rus Lance and other weapons that can be utilized on horseback.

Weak sides:
  • Weak infantry against heavy armor. Vaegir infantry lacks top tier blunt/pierce weapons to fight against plated enemies in late game.
  • No crushthrough weapons. Vaegirs lack long blunt weapons in general and having no crushthrough makes it even weaker against heavy armor and during siege defenses.

Signature units:
  • Vaegir archer
    (click to show/hide)
  • Vaegir heavy infantry
    (click to show/hide)
  • Vaegir heavy cavalry
    (click to show/hide)

17
General Off Topic / Re: Game of Thrones - Season 8 - 4/14/2019
« on: April 27, 2019, 12:41:41 am »
Simply whatever I liked GoT for (didn't read books) vanished throughout seasons and ended up being classic TV series with shit tied to it: love stories and strong women to attract female viewers (both are series ruining things in all cases of TV series/movies I watched), characters that either don't die at all even in unrealistic scenarios or characters that die with their "mission" accomplished, sudden death became a rare thing: small finger death as a result of 2 strong females outsmarting one of the smartest GoT characters was a moment when I wanted to stop watching it lol.

18
Announcements / Re: 0.5.5.0: you to decide
« on: April 26, 2019, 09:28:07 pm »
Hello everyone! I'm happy to announce the official start of Strategus Round VIII. What happens next? There is a week of frozen map that gives everyone opportunity to grind some ticks (ticks from previous strat got reset as well) and silver, AND, what's more important, have some time to adapt to changed map and make plans/diplomacy. You generate silver from playing other game modes, you don't consume ticks, you don't generate hourly silver/troops. Recent important changes:
·  Binational fiefs mechanic added. Occupied fiefs can now sell equipment of both nations: fief's original gear and occupier's national gear.
·  Default goods production in all fiefs has been boosted significantly. From default 200 s&d (supply and demand AKA goods) daily production to 300 for villages, 400 for castles and 1000 for towns. It gives bigger opportunities for trading and makes "s&d stealing" less a of thing.
·  Default prices of goods in fiefs are changed: 10 silver per good in villages, 15 in castles, 20 in towns.
·  Map movement without horses is a bit slower now, on the other hand effect of horses (especially fast horses) is slightly increased.
·  Fiefs on the map are rebalanced. Smaller nations got their number of fiefs highly increased to compete with bigger nations.
·  Everyone starts with 1 troop and 1 silver. Grind your way to glory, especially with increased silver gain from playing other game modes.

19
General Discussion / Re: Attacking a castle or city is cancerous
« on: April 20, 2019, 09:22:04 am »
Sieges are super easy if organized well compared to old Strategus rounds. We just lack population.

And what can we do if people you accepted are retards who are not loyal? They are not amused so they leave, that's an issue of the players and probably your commandship. Get people organized in voice chat, add people who leave to blacklist etc.

I will work on my side to do something better. But it's even more cancerous for me because i'm the only active developer that works with the code for several months already, all the people that volunteered to do stuff with the code - never helped anyhow, though they had all the accesses and instructions. You guys can also help with wiki at least - https://wiki.c-rpg.net , fill it with Strategus info, mechanics etc.

In old times when sieges were 10 times more cancerous, half of roster didn't leave even when it was horrible. So just don't accept pussies who leave and that's it.

20
Announcements / Re: 0.5.5.0: you to decide
« on: April 15, 2019, 11:58:46 am »
I am happy to announce that Strategus reset will happen at Friday, 26th of April. We will make announcements with changes, tutorials and even some lore throughout upcoming days before the actual reset. More will come with time.
And now some minor fixes/changes:

Added Nordic Round Shield
Added Blue and Yellow Round Shield
Added Red and Yellow Round Shield
Added secondary 2h mode for Bastard Iron Axe
Increased speed of War Spear by 1
Various map and script fixes.

21
cRPG Technical problems / Re: HELP Can't join servers!
« on: April 11, 2019, 09:16:23 pm »
Also make sure you don't try to create a character which name is already taken.

22
Announcements / Re: 0.5.5.0: you to decide
« on: April 11, 2019, 09:15:21 pm »
·  CN Strategus region added
·  Quick draw code reworked and fixed (now possible to quickdraw in alt mode also)
Small and Medium ladders got their slots reduced by 1
Black Crusader Face Plate assigned to Staufen
Crusader Face Plate assigned to Ferocia
Spathion:
-Price: 8187
-Speed +1
Added
Rus Champion Sword
Rus Kite Shield
Broad Brimmed Kettle Helmet assigned to Swadia
White Iron Skull Cap assigned to Swadia
Black Iron Skull Cap assigned to Staufen
Black Eyeslot Kettlehat with Padded Coif assigned to Staufen
Dark Full Face Mail Coif assigned to Berezium
Added Militia Ranger Armor
Added Light Cavalry Boots
Made Persian War Axe unbalanced and raised swing damage to 45c
Long Dane Axe was usable with a shield however not swingable
Pike assigned to Lallan
Awlpike and Long Awlpike assigned to Staufen
Gallowglass Axe assigned to Lallan
German shields now have matching names to their models

23
Announcements / Re: 0.5.5.0: you to decide
« on: April 06, 2019, 03:47:17 pm »
Hi dave, I'm a player from China. There are many my friends ask me when will the cn strategus map/server be settled down. I know you are working hard adding new stuff  in EU/NA strategus resently , And I know the host of asia server have already discussed the cn strategus with you.  My point is to ask : is cn strategus the lowest priority in your plan? If it is true(we really want to play strategus as soon as possible,we have been playing battle server for almost 9 years.) , I'll tell my friends to wait patiently until all your great work finished.
sorry for my poor english.

Hi! The biggest problem so far that we don't have any tutorials in Chinese and Strategus might be extremely difficult for non-English speakers with a lot of mechanics. New round of Strategus will have Chinese Strategus as well.

24
Announcements / Re: 0.5.5.0: you to decide
« on: April 04, 2019, 11:03:46 am »
·  We finally got the full access to domain (thanks chadz) and several vital changes made. First of all, we've got an anti-ddos protection, second - c-rpg.net now uses secure connection (https) and CDN to have a better performance and security for visitors across the world. It may have certain side effects during early time before we finally establish all the needed settings.
·  Fixed a bug that didn't let picking up items that have "can't use on horseback" instead of sheathing them when mounting a horse
·  Public rosters now show mercs' region and average performance and reliability of sides to have an estimated guess about sides' powers.
·  Items without thrust/swing don't show "0 pierce" in the shop any more. So less confusion and no filter bug in the shop.

Item changes:
Added Varangian Axe (2h)
Added Horsemans Hammer (2h)
Added Germanic Battle Axe (2h)
Added Burgundian Axe (1h)
Added Hungarian Axe (pole)
Realised that the One Handed Morgenstern has a knockdown flag - Removed the flag and resolved the issue
Removed broken flags from slavic axe and bastard axe that caused it to use the next item down as an alt mode
Tiny Hammer was clearly way too powerful, dropped speed by 10 and nerfed damage by 3, also removed ability to block
Razor was also with the wrong capabilities in that it's able to block (my mistake, i'm a dumbass) itc_scimitar replaced with itc_cleaver to fix this issue, speed also dropped by 5 due to it being longer than anticipated
Changed Difficulty of Long Spear to 17
Changed Difficulty of Pike to 18
Realised that I had placed the wrong names to the Chang Gan and Long Guandao, names have been swapped around so that they make sense, stats have also been updated as per balancer boardroom
Miaodao -2 cut
Baguadao -1 speed
Changed to have a difference between the two weapons
Removed crushthrough from horseman's hammer - Would be FAR too overpowered given that it's usable on HB.
Jian Bang changed to Pudao
Long Guandao changed to Long Podao
added Blue Chaperon
added Red Chaperon
added Black Chaperon
added Green Chaperon
all to rhodok
added Simple Bascinet
added Lowlander Close Helm
both to Lallan
added Espadon 1h (secondary 2h mode)
added Long Cutlass 1h
Espadon to Ferocia, Long Cutlass to Rhodoks
added brown chaperon
added lough henney helm
Red Katana made 1 slot
Two-Handed Saracen Falchion increased price to fit the stats
made the Espadon's Alt Mode just like the Long Jian
i.e. uses 1h WPF, uses a mixture of 1h and 2h attacks
Removed board shields requiring strength, it only makes them being impossible to pick up.
Long Pavise Shield assigned to Berezium
One-Handed Morgenstern assigned to Staufen
Short Sword and Sword assigned to Ferocia

25
Announcements / Re: New Strategus (new round & mechanics)
« on: April 04, 2019, 11:03:22 am »
So,this round is a test strat round,when will it end ? And when will a serious round start ?

in around 2.5 weeks. We need a couple of days to finish with the text and then we announce a new strat round 14 days before actual start.

26
Announcements / Re: patch v0.5.4.0, changelog and announcement
« on: April 04, 2019, 09:57:08 am »
the problem is not chaotic aspect, rather than rewarding randomness and stupidity, and maybe thats why alot of most dedicated crpg players are still on merc mod, with super trash and ez mechanic but less random as faaaak :(

People play Mercs because they have consistent population unlike cRPG. Even if we make cRPG better in everything than Merc mod, people still wouldn't migrate for many reasons. Also getting pop is a slow process unlike losing pop. If I started working on a mod that had bigger than 0 population, it would be easier.

27
General Discussion / Re: Equipment bans.
« on: April 02, 2019, 08:51:51 pm »
So instead of lowering server slots to change the threshold,  why not just play around with the percentage? Or is 10% a constant that can't be changed.

Because it's easy to calculate first of all.

28
General Discussion / Re: Equipment bans.
« on: April 02, 2019, 06:01:47 pm »
so when the message comes up ranged and cavr are now back to allowed why do cav get their horses back w/o having to relog but on my dagger thrower at cav char I have to relog losing my multiplier to get my daggers back?

Warband engine  :lol: You don't have to relog, just wait for the end of the map.

29
Announcements / Re: patch v0.5.4.0, changelog and announcement
« on: April 02, 2019, 05:59:35 pm »
i hope mod isn't dead. i came back and every day i see , more players.

Like u know, i played lot at this game. i'm at 40 millions of level 39, so you can imagine how much  i played, and i noticed many things about the game and what's players don't like in it.

1) First: remove or limit(buffing ?)those shitty weapons like Miaodao. i can say that many players are coming to challenge, and they disgusted to be humiliate by miaodao players who spam them to death , blocks are only way and u can 't strike. I regret that miaodao players didn't  notice how important is EGo in this game , they ruining the game and are reponsible of massive defections on servers. they should grow a little and never forget that if they taking pleasure it's because others are here to play with them. Some players will say i'm bad, perhaps it's true, but now there's only good players, skilled,and i'm one them too, imagine reactions of new players...disgusted in few days.

2) throwing : you fixed many throws weapons to 1 slot to 2. it's a big mistake. Why taking jarids or throwings spears(3 or 4 ammos)+ a 1 slot melee weapon( 1h or 2 h) when u can have 4 throwing lances with polearms wpf. if u compare damages and ammos ratio, jarids and throwing spears are useless. Put back to 1 slot those throws and removed ability to throw random lances to players without  PT. throwers aren't the problem, the problem is everyone could throw without PT.

3) archers : damages are too high, and ratio at their advantages, lot of ammos, they can pick up back arrrows. Reducing damages, don't allow them to pick up back arrows, and increase stun to make them a good support for the team, could be a way.

4) builds: i continue to make strenght builds, cause i don't want to  destroy the challenge. i prefer to know that i killed someone on battlfield, cause i well done , not because  the agi build did it.
Why not limiting the AGI stat to counter this problem or increasing the cost of points u need to invest in character if u want to go more than 21 or 24 agi ?

the wipe: why not ? but i don't think the problem is here. A skilled player will be a skilled player, and wipe will not soluce everything.

Finally, sorry for my shit english, i hope u understood me.


HardraaDa.

1) Game balancers are faster than you :D Miaodao is already nerfed, I guess it wasn't noticed. Miaodao lost 2 damage in one of the patches during recent DDoS attacks.

2) Yes, I agree. Jarids and throwing spears are definitely underdogs. It will be addressed. Speaking about random lances without PT, I agree with that as well and we will fix it also.

3) Pierce damage archers are very limited with ammo while cut archers aren't supper effective against plates. We actually _do want_ them to pick up ammo and get out of their comfort zone. Increasing stun even further could be a complete toxic change because ranged stun is already the longest stun in the game.

4) A lot of items got their Strength reqs increased a lot recently and speed bonus for melee was decreased a bit. I don't think that full AGI is meta (that would mean light armor), especially with CUT archers who shred AGI runners and cav bumping to death. Strength and Agility is quite balanced right now IMO.

30
General Discussion / Re: Equipment bans.
« on: April 01, 2019, 11:15:17 am »
Threshold of population where ranged and horses are banned are decided by server owners separately by setting max server population (10% of it). Since it's both 160 on NA and EU, threshold is 16. If server owners want to make it lower - they can just lower the max player slots.

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