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Messages - DaveUKR

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31
Announcements / Re: 0.5.5.0: you to decide
« on: March 31, 2019, 10:38:03 am »

bug?
Man I had to deal with it like 2 years and i took you less than a day to fix

god there may be hope for that mod after all

there are many bugs with walls, I guess I just fixed like 2 out of 4, I need to catch a bug while being online before I can fix it. Also Assington is working on additions to destroyed walls so they look/behave much better.

32
Announcements / Re: 0.5.5.0: you to decide
« on: March 30, 2019, 04:13:45 pm »
·  Bug with catapult glitching the wall is fixed (hopefully it fixes no-clipping walls bug too, if not - we fixed a bug that registered catapult hits wrong)
·  Max items on the ground is increased from 500 to 1500. Items dropped on the ground during huge fights should not disappear any more (if they do - we'll increase it to bigger numbers)
·  Gate house with two wooden towers has its collision meshes fixed (no more invisible walls)
·  Fiefs that are locked in battle regenerate 50% less population, so it's consequent sieges are more encouraged
·  Ranged&horse limit is now based on server's max number of players (10% of it), server max players set to 160 for both EU1 and NA1 (so that ranged and cav limit is 16)
Added Zhanguo Ma (Horse)
Added Linpiang Xiongyu (Body Armour)
Added Jian Bang (2h)
Added quickdraw for newly added dagger tier items
Warbrand reworked and assigned to Swadia
Red Tassel Spear assigned to Berezium
Lithuanian Shield assigned to Vaegir
Black and White Kite Shield assigned to Staufen
Practice Shields assigned to Swadia, Rhodok, Ferocia and Staufen with according colors
Steel Shield assigned to Staufen
Brown Lion Heater Shield assigned to Staufen
White Black and Red Kite Shield assigned to Swadia
Hide Covered Round Shield removed from Common
Eastern Bow made 2 slot
Decreased Baguadao price
European Lance assigned to Staufen
European Light Lance assigned to Ferocia
Houndskulls assigned to Rhodoks
Visored Sallets with coif assigned to Staufen

33
Announcements / Re: 0.5.5.0: you to decide
« on: March 30, 2019, 12:55:54 pm »
Are the new daggers supposed to be able to quickdraw?

Yes, it will go live next patch

34
Announcements / Re: 0.5.5.0: you to decide
« on: March 29, 2019, 07:34:14 pm »
·  Added mechanic that gradually limits ranged weapons and horses usage on battle servers during low population. Read explanation below.
·  Added population to troops conversion back. Population of any fief can be converted into troops. You can't convert population to troops if a fief has (or will have after conversion) less than 100 people. Converted population will appear as garrison in according fief. You can't convert population if you don't have any space in your garrison for converted troops. Conversion costs 100 silver per each troop you get.
·  Population now also affects S&D production proportionally to max population of a fief. (i.e. fief is a village that has 250 population, max population for villages is 500 -> means that this village will only produce 50% of its normal s&d, also keep in mind that crime level also affects s&d production)
·  Crime now affects population growth. Fiefs with 100% don't generate any population.
·  Updated Nation banners (thanks Tore)
·  Further quality patches fixing errors
Light Byzantine Cavalry Armor
Byzantine Lamellar Coat
Katafraktos Padded Coat
Renamed Heavy Kanabou to Mongol War Club, rescaled model to 80% of size and moved grip higher, length reduced from 117 to 106 and moved to Khergits
Rescaled Wrapped Blade length from 152 to 132 and increased weapon speed from 88 to 93
Renamed Long Daopian to Long Guandao as Daopian would be referencing a small knife, Guandao makes grammatically more sense as it refers to a large knife.
Renamed Red tanto to Straight Tanto
If there are 20 or less active players (spectators don't count) on the server by the end of the round, players that joined the server after it won't be able to spawn with ranged weapons and horses. If population doesn't grow above 20 players up till the end of the map - next map ranged weapons and horses are impossible to spawn for everyone. It works the same way when population grows higher than 20, first it allows to spawn ranged weapons and horses only for newly joined players and if population stays above 20 up to the end of the map - ranged and horses will be allowed for everyone on the next map.

35
Announcements / Re: 0.5.5.0: you to decide
« on: March 29, 2019, 02:56:18 pm »
hello i have issue.

sometimes when picking up throwing weapon, it puts my weapon away

if you or anyone else could record a video or give clear instructions how to replicate - it would be very helpful

I think I understand what you're talking about but I need a way to replicate it in order to fix.

36
Announcements / Re: 0.5.5.0: you to decide
« on: March 29, 2019, 01:38:24 am »
Can we have a rule that says when EU1 has less than 20 people no ranged will be allowed?

I joined a couple of days ago, we were 15 people and 5 were ranged, totally killed my mood for gaming and I left after 1 round.

Can we?

It is a part of the patch that is not widely live yet.
(click to show/hide)

37
Announcements / Re: 0.5.5.0: you to decide
« on: March 28, 2019, 10:06:16 am »
·  Fixed breaches at sides of walls (they sometimes still might show up on client side but won't be possible to pass through)
·  All items' images cache in strategus is dropped. It will hopefully fix bugs with items being shown incorrectly. Report if there are any images that have wrong size left.
·  Fixed Strategus movement line drawing in Firefox and other browsers
·  Some low tier armors had a small nation reshuffle, please recheck if they need to be converted!
·  Quality fixes with less errors etc.
·  Population growth and PP production is increased for all fiefs
·  EU DTV and Battle servers' map rotation is updated (thanks Tamra for providing dtv map list)
Added Sarranid Padded Hat (helm)
Sarranid Haurbergeon (body)
Sarranid Smock (body)
Bastard Iron Axe (1h)
Slavic Hatchet (1h)
Ball Mace (1h)
Warbrand (2h)
Morgenstern (pole)
One-Handed Morgenstern (1h)
Heavy Kanabou (2h)
Red Katana (2h)
Kote Mittens (gloves)
Shadow Gauntlets (gloves)
Long Daopian (polearm (trnslt:Dragon Blade))
Chang Gan (polearm (trnslt:Long Pole))
Updated Zulfiqar and made it 1h
Fixed the name of the Burgundian Glaive
Buffed Two-Handed Saracen Falchion (+1 swing)
Beefsplitter -2 speed -1 damage
Axe made unbalanced
Added Wrapped Blade (polearm)
Added Razor (1h)
Added Tiny Hammer (1h)
Added Light Hujiama (horse)
Added Samurai Civil Boots
Added Mongolian Raider Armor to Khergits faction
Steppe Mail Hat
Steppe Cap with Fur
Nomad Lamellar Helmet
Nomad Cap with Fur
Decorated Khergit Helmet
Saracen Faceplate
Steppe Helmet
Steppe Lamellar Helmet
Decorated Saracen Helmet
Mongolian Masked Helmet
Lamellar Helmet with Faceplate
Steppe Facemask
Decorated Nomad Cap
Mongolian Cap with Fur
Steppe Hat with Fur

38
Suggestions Corner / Re: Khergit nomads
« on: March 24, 2019, 01:26:25 am »
my point is they have no castles, so either gib castles or cooler choice, gib more villages.

what good is 5 villages when every one else has 3 castles and 2 villages per town

If its too much work dont bother, Im not trying to be a pain in the ass about it, just an idea.

Get your facts together. Every nation has a different amount and sets of fiefs. Yamato has 1 town, 1 castle and 3 villages.  Tianxia 1 town, 2 castles, 3 villages. Lallan has 1 castle and 2 villages etc.

Khergits have 5 villages that are located within a town which is a huge thing for early stages of the game.

39
Announcements / Re: 0.5.5.0: you to decide
« on: March 24, 2019, 01:24:01 am »
·  Commander chat is available to commander even if he's dead
·  Respawn time is set to max 30 seconds. Used to be bigger than expected (death count + base 8 seconds instead of just death count in seconds).
·  Flag autodrop checking enemy distance is increased from 350 to 1000 (distance points in cRPG are somewhat close to centimeters: 100 is ~1m. If you killed an enemy close to his spawn flag and there was no other enemy in 350 distance, spawn flag would automatically get disabled, this distance was increased to 1000. It only affects automatic flag disabling, manual flag triggering with USE button would still allow to disable flag if there are no enemies in 350 distance).
·  Fixed notification about not being able to disable or pick up flag.
·  HA horse speed debuff is removed (players with Horse Archery skill had their max horse speed reduced by 20% regardless whether they even spawned ranged weapons or not, this ugly mechanic will get reworked later, for now it's disabled)
·  Added strategus silver gain messages
·  Villages max population is increased from 200 to 500, max garrison decreased from 1300 to 1000 (total max number of possible defenders stays the same - 1500)
·  Almerra Castle added for Nords, Maras Castle added for Lallan
·  Crime reintroduced and implemented as a different mechanic. Read desc below.
·  Population of fiefs will now help to defend during siege depending on the crime level (% of crime defines % of population that will not take part in defending)
·  Many item fixes. People who loomed stuff that disappeared from inventory will have an automatic compensation after patch.
Every fief that is occupied by a foreign nation now has a default crime level of 25% and can never go below it. Fiefs owned by the same nation never have crime (so far). Crime will grow every 6 hours if fief has population lower than it's maximal population by 3 points for villages and 2 points for castles or towns. If fief garrison is smaller than population, then criminal growth is doubled, otherwise it lowers crime growth by 1 . If population is maxed out - crime starts dropping by 1 point each 6 hours, having more troops than population still drops 1 additional crime level point per 6 hours. Crime affects fief prosperity (s&d growth) reducing it by the according crime level (100% crime = no s&d production).

40
Suggestions Corner / Re: Khergit nomads
« on: March 23, 2019, 10:24:31 pm »
Think you saw this already in discord but since khergit have no castles in strat give them many villages across the steppe, more RP for the nomadic style.

they have 5 villages already per town, more than any nation. If you want to RP khergits - conquer other villages and rape their citizens.

41
Announcements / Re: 0.5.5.0: you to decide
« on: March 22, 2019, 10:19:28 pm »
Yeah, we're gathering a huge post with news. I'll try to post here as well

42
Announcements / Re: 0.5.5.0: you to decide
« on: March 20, 2019, 11:25:58 pm »
it is so silent,what happened ?

Patch info is moved to Discord. I simply forgot to post here. We still have regular patches ;-)

43
General Off Topic / Re: The Last Kingdom
« on: March 18, 2019, 11:55:23 pm »
Enjoyed watching it, skipped some annoying useless dialogues that were just placeholders to make it longer. Other than that and some horrible plot holes (couldn't be avoided looks like, quite expected when you try to inject such an important hero into story based on history) it's a decent TV show and I would recommend it to everyone who likes medieval setting.

44
Game Balance Discussion / Re: Combat Mechanics
« on: March 17, 2019, 10:36:00 am »
Thanks for the reply, I want to note you quoted my older post prior to the edit.

1.  Good stuff

2. Using two handed sword with 18 str build I had this issue but it seems you're looking into it anyway so that's good.

3. Refer to edit.
In the edit you can see I didn't mean to fix the issue by buffing kicks, but by nerfing nudges in this very specific way. The nudge fast swing isn't useless, just use a fast 1h and try nudging into a left swing while facehugging and the opponent cannot block it, even if they jump away it's inconsistent. The window where they're vulnerable is also negligible when they're so close to you with a fast weapon. I guess this isn't meta in eu, but just something I've noticed players do in au that is pretty annoying and can be fixed by reducing block stun period of a nudge.
I haven't looked into counter nudges so you might be right about a counter being available. It's probably an unpopular opinion but I'd quit before being forced to nudge to counter nudge so as not take hits in a duel.

4. I really question that.
Let's just make this more comprehensible. So let's say I use a 2h and stab someone with a 1h. They block and do a fast left attack while running into me. To be conservative let's even say I'm holding a and s while stabbing. You're saying I should be able to block right in time or do a right swing in time to not get hit? On native the footwork I mentioned is required to not get hit but doing it on crpg it's almost like I have no chance in blocking in time.
Now the situation you specifically mentioned was just when i stab and the opponent chambers. I haven't actually tested this so you might be right, about being able to chamber it back. But the reason I've never tested it is because it feels like I'd be far from being able to chamber in time, again just using the free MW 2h with 21 agi. I'm just recalling my stab being chambered with an up attack of an average speed 2h and it felt so fast paced that my character was far from finishing his stun duration to enable him to up block or up attack. But again I might be wrong, I'll test it when I play next.


2. Two handed sword is only 2.0 weight and 18 strength is really an AGI build, so yes, it's totally ok to get stunned with this item+attr build.
3. General opinion about nudges is that they're somewhere inbetween useless and situational. I don't consider them useless but wouldn't call them any close to be overpowered or "a must" for fights. It needs to get used to and i'm pretty sure it looks OP for players who are new to it.
4. It is all about footwork. You cant chamber overhead swing with thrust but you can simply evade the hit because of rotation speed. Also 2h thrust is an animation with one of the biggest reach (if not biggest), if you were caught by a 1h that can reach you with left swing of 1h (the shortest reach of all animations IIRC) then it's just a poor footwork or STR build that can't have any footwork at all.

45
Strategus General Discussion / Re: Strategus Map Issues
« on: March 17, 2019, 09:39:35 am »
I'm having issues with movement lines not showing on the map, also I get this "This browser does not support SVG". I am running firefox

apparently original devs hate firefox users

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