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Topics - Fips

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16
Mercenary Recruitment / HRE vs Dusturil
« on: February 25, 2014, 01:39:20 pm »
http://c-rpg.net/index.php?page=strategusbattlesupcoming#!?page=strategusinfobattledetail&id=150

If you sign up for us and your k/d is positive (more than 1:1) you will receive a reward in crpg-gold. How much will depend on how good you did (Can range from 10-100k).
All you have to do is post in this thread before the battle and follow the briefing of the battle -> being on TS in time.

Let's take this damn village this time  :mrgreen:

17
Looking for either: Straight trade with another gauntlet and body armour (Which should be fitting) - I'm open to anything BUT weaboo stuff

OR Body Armour + shoes/helmet/weapon(2h/pole), but in that case you probably need to add money on top, especially if it's a weapon.

18
Diplomacy / HRE Diplomacy - We're back in!
« on: February 22, 2014, 03:14:18 am »
Claims
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Fiefs
Dusturil
Bulugur
Ada Kulun

Diplomacy

At war with:
- Libere Equites

NAP
- Kalmarunion (+Roster support)
- Quincy (+Roster support)
- Scum of chadzia (+Roster support)

Alliance(s)
- none

Other than the 2 factions mentioned above there are absolutely no roster restrictions for HRE. In every battle not involving them any member can choose individually who to roster for. And yes, that includes mercing for former enemies.

If you want to talk about other agreements with HRE, feel free to contact me here on the forum or in IRC or talk to Kowcioo (http://forum.melee.org/index.php?action=profile;u=2004), or hop on HRE TS: 176.9.48.138[/s]

19
General Discussion / DTV Changes - some infos
« on: February 17, 2014, 06:15:34 pm »
Since noone posted a changelog yet i'll need to tell you this here.

Every wave now has 5 more bots, no matter how many players are playing.

The higher the level of all players combined is, the more bots spawn! That means if you hop on dtv while being fairly high level and want to start wearing leeching gear or being a little suicidal, you will hurt the team more than ever, because gear does not get checked for increased bot spawn, only the level. And that means, you actively leeching (Heck, there is a fucking guide on how to leech without getting banned) off of the teams effort will also decrease the chance of you getting good xp&gold immensely.
I really hope this changes the mindset of certain people at least to some degree.

Also, please give feedback to the new waves here, when i tried them myself yesterday on EU7 we got to the roman legion and imo the difficulty seemed okay. But there are more new waves after that which i haven't seen yet.


Edit: I also decided to place weapon racks into all of the maps now (Except the ones that someone else did), should be in the hotfix.

20
Scene Editing / How to: DTV Map
« on: January 11, 2014, 06:22:58 pm »
I didn't tell everyone yet what i expect from dtv maps and i promised that guide some time ago, but here i finally go. Maybe i'll edit some Screenshots in there later to make it easier for you to see, but for now it'll be just words =P

The Map

  • Do NOT overcomplicate the maps. Maybe the approach to have them as simple as some of them are now was the wrong move from me and that is what i get so many complaints about, but i stay with my opinion that 1 or 2 ways to the Viscount are good, 3 are still manageable, but more than that is too much. And by "ways" i mean the directions the bots can approach the v. So, you can have a dozen ways for the bots to get into the village/town, but in the end there should be a maximum of 3 directions the bots can attack the v from.
    Too many houses to get into, too many unnecessary props are always cause for glitching and luring bots somewhere they cannot reach the players. If you want to have a cover make it as small as possible, so bots cannot get stuck behind them in huge numbers.
  • Many people feel that there is not enough space on some maps for 30 players to be entertained 24/7. While that is true and can be an annoyance, maps should not be too big. Noone wants to wait a minute before bots finally get close to your village or town
  • Invisible walls. Yes, just making invisible walls and expect the players to get used to them was wrong and i now see that that was wrong. But they are necessary. Place them so bots cannot get stuck, so they go where you want them to go, but be careful, there are things that want to abuse your invisible walls, the evil player! So make sure invisible walls do not only block the bots, they also need to block the player to get to places bots cannot reach or where bots will have a hard time getting up to.  One single player can lure almost 100% of the bots to a certain place so you have to check every tiny little place and again, eventually use either props or invisible walls to block them.
    No way there can be invisible walls where players can get behind and bots stuck on the side that blocks them. (Fence-Experience)
  • Ladders/Houses/Roofs. Ladders need to face the way the bots are coming from, otherwise they are too easy to get the bots stuck on. If Bots are coming directly at you, you can place the ladders 180° if you look at that direction. [Insert Screenshot].
    Houses have to face the same way. Easy for bots to enter and nowhere for players to get them stuck. Bots do not care for the placement of your props, so if a house is accessible from all sides, players can get them stuck on the wall from the inside and then just slash them from the outside, prevent that with other props or invisible walls.
    Roofs are unaccessible unless the bots can get up there, too. If a roof seems jumpable from another place, make sure to cover it with invisible walls.
  • Ballistae: Use them as much as you'd like, they are a good way to get lowlvls to be useful.
  • Basically, you build your map however you want it to look like. Then you decide where you want the bots to go. Then you make sure they do not get stuck on their way to the v and that players cannot exploit those ways. And you need to check that for every single way and very carefully, because as mentioned above, 1 player has the power to lure every single bot.


AI Meshes
  • So, you know where you want the bots/players to move. Now it's time to start with the AI Meshes. If you do not know how to use edit them, just play around with the AI meshes on one of the native maps, once you get the hang of it, it's pretty simple. I might get into detail if you want me to, but it's not rocket science, so i'll skip that for now.
  • Start with the players spawn and then work your way to the bot spawns. Cover EVERY tiny little spot that can be accessible with AI Meshes. Helps the bots to get around scene props.
  • Try to use as few squares/triangles as possible. Merge them if you have to.
  • Ladders: There are no meshes below them. If there are meshes below them bots are unlikely to go up them and can get stuck more easily. Even if you want Bots to go under them, do not place meshes there. Rather have them walk around the ladders on the frontside.
  • AI Meshes have to be close to the ground. If they are too high or low, bots get stuck.
  • Walls/Props Used as Cover/Stakes/Obstacles in general do not have meshes in or under them! ALWAYS work around those. Even if you increase your square amount by doing that.
  • Stick to the borders of your map or better to say, the places you want bots/players to go, as close as possible. Do not go over them, do not receive 4000Dollars. Sorry, poor monopoly joke.


Hope i didn't miss too much, but the Screenshots should improve this guide a lot. Until then, just take a look at the current maps. The AI Meshes and most of the exploits are now gone. There might be some other problems, but i'm fine with the current versions of the maps. Maybe not enough variety.

Also, never fear if your map won't work on the server. Making a map work 100% on first try is almost impossible with dtv, only the most simple maps might do that. Making a dtv map is on the same difficulty level as siege, maybe even higher because of the stupid Warband AI.


(That also means next patch won't have the promised big update, i'm sorry. 2 new maps for now and the more open maps i made myself are not quite ready yet, the other submissions still need too much work)

21
Scene Editing / If you made a battle map which is on the server:
« on: January 09, 2014, 04:06:57 pm »
I am checking every single battle map for the motf spawns and fixing them according to the new instant spawn on first round. So either you change all of your battle maps for the instant spawn, meaning they must be relatively central and accessible as possible (No flags inside one-entrance rooms for example) or you just download my changes after the next patch. I just don't want any mixups in future updates to the maps.

Also i'm going through the submissions, especially for dtv, in the next days, so either expect those maps to be in the cycle next patch or feedback for them.


Map cycle:
(click to show/hide)

22
Although it's the usual japano-quest and grind fest (You don't have to kill a thousand mobs to get 5 items, usually you only have to kill like 25% more than the quest items you need) i started to actually enjoy it. You don't have to block with your melee weapon or anything, but there are some big ass monsters on the map that actually need you to use your dodge skill or stun skills to beat them, which kind of got me hooked to the game now =D

I'm on EN Zenobia with my lvl 42 Slayer, so i can help you out with the instances n stuff and some starting cash. Would also like to start a guild now, although i was a loner in this mmo and still am. Just didn't find anyone that made me make a guild or join one.

23
Spam / When you unban someone...
« on: November 26, 2013, 11:04:32 pm »
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inb4 someone taking this too serious.

24
Sell/Trade / [S/T] +3HTA, +3 Throwing Spears, +3 Great Long Bardiche
« on: November 23, 2013, 02:07:46 pm »
For the HTA, Throwing Spears and the GLB i am looking for other weapons. Nothing specific, just throw some offers at me. Pole and 2h with secondary mode preferred, might also consider some other throwing weapons.

For the Armors i'm specifically looking for the Serbian Lamellar with Kneecops. If noone is willing to trade it i will also consider other armor offers, either light ones like the heavy aketon or medium/heavy armors up to 17 weight. Some heraldics for example.

Anything needs to be 15STR or less, because i want to use it on my main, only exception are twohanders, because i can use them on my alt.

I can always put cash on top, but i can't guarantee you a deal if you need that. Maybe for the HTA since they are really cheap, but rest should be straight deals and maybe you giving me some extra to convince me. I am not looking for a fast trade, i have time and sooner or later i will get straight deal, so think about it real good if you are serious about the trade and then want me to pay you more.

25
Diplomacy / So it begins...
« on: November 20, 2013, 03:18:07 am »

The dawn of men is finally upon us. The gods have forsaken us by allowing the hordes of UIF to approach our home with the weakest of forces. But behold! We are strong as the rocks that forms our castles and they shall not break neither of those! They soon shall wish to never have encountered the might that is COA. Their strongest are our weakest! Tis true what they say, our women are braver than their men and from today on forth we will prove it!

Take a deep breath, soldier, do you smell it? Tis the fear that you smell, the fear that lives within our enemies. It reached our gates before our eyes meet them! They do not know what is waiting for them, for we will make them wish to live in hell itself. Have you heard about the man that feared UIF? HA! Neither did i. There is no greater power than the man himself, let them feel the pain with every inch your sword cuts into them. So it begins...

Arise! Arise, fighters of COA!

Siege towers shall be broken, ladders shall be splintered.

A sword day

A red day

ERE THE SUN RISES!

FIGHT NOW! FIGHT NOW!

FIGHT TO RUIN AND THE WORLDS ENDING!

DEATH!

DEATH!

DEEEEEAAAAAATTTHHHH!




Sry if that was bad and/or very uncreative, but i always wanted to do a thread like this and now was probably the best opportunity :3

26
cRPG Technical problems / Any IT Nerds can explain me this?
« on: October 26, 2013, 10:09:29 pm »
So i was playing strat today and as usual i check the usage of my internet connection during those because it is slow as fuck and once the upload/download rises i need to close steam or dropbox or whatever to get to play nicely again. But every now and then strat itself takes up all of my connection and i can't play at all. Usually a server reboot helps but now this happened:
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That first peak happened in the middle of the strat battle. Forward base was already built (Because i noticed in the past that siege towers or catapults raise the DL rate as well) and ladders/siege shields all over the place, 102 players on the server. So nothing happened really but that peak did. And now i'm back to where i was after the last server reboot, not being able to play strat at all because it uses more than my internet connection is able to handle.


What happened to that server to fuck up my ping so much?

27
... and all the other things floating around out there / Humble Bundle!
« on: August 08, 2013, 03:56:08 pm »
https://www.humblebundle.com/

I have played Risen 1 and 2 and i thought they were pretty decent RPGs and with all the other games in there, you really get an awesome package for a little more than 5 bucks. Do et!

28
Sell/Trade / Mw Awlpike, Elders Torch
« on: August 04, 2013, 12:02:15 pm »
I want to get rid of those 2 for either some cash or 2 heirloompoints + gold (And i'm not talking 50k, put a decent amount of gold on top)

29
You can add ballistas now!
If you want your map to have them here are some tips:

-ONLY use the scene prop "crpg_ballista_full"
-maximum of ballistas per team: 3 (I suggest to keep it at 2, but there might be some maps where 3 make sense)
-place them wisely: Attackers need access to them as well as defenders. Especially attacker ballistae can be tricky on some maps. Defender ballistae should not have any gain for conquering as attacker, if needed add rotation limits.

That's all i had to say, i just wanted to get the info out there. =D

EDIT: rotation limit:
11:09 PM <Ozin> if you set it to 50, you can rotate 50° to each side from the starting position
11:10 PM <Ozin> so max rotation is 127*2 atm (254°)
11:10 PM <Ozin> at least in theory

Max is like 300 or 320 or so, though, if you set it to 0. If you turn it like 160° to one side and if you want to do it further, it jumps to the other side.

30
General Discussion / Ballistaes on siege - Waddayatink?
« on: July 31, 2013, 04:25:47 pm »
So i kind of got green light from Ozin to get them implemented in the normal siege and personally i really loved them in conquest, although they were poorly placed, but before i edit the maps that i can edit and put those ballistaes in there, i'd like to get some feedback from you guys.

First of all you might want to think that they will be very bad for the balance, but on this one you need to trust us to implement them in a way they don't fuck with the balance of maps, so basically think of ballistaes that are used in the most optimal way before you decide whether you'd want them ingame or not. (I know this might not be the case in the very beginning of implementing them, but we'll get there =D)
And i'd like to make it clear that for normal siege there will be a maximum of 2 ballistaes for each team, in most cases only 1 for each team, simply because it's not as long and complex as conquest. So i promise we won't overdo it with the numbers, hehe.

So yeah, yay or nay for ballistaes?

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