Just checked, yep, working just fine, thanks! honestly this mod is probably the most fun I've had in a while, even better than 5.5 itself, a lot more interesting builds in here.
Just checked, yep, working just fine, thanks! honestly this mod is probably the most fun I've had in a while, even better than 5.5 itself, a lot more interesting builds in here.
Forgotten witchcraft ultimate doesn't seem to be working.
Y'know during gameplay, you can meet up to 4 ultimate pre-requsetes and it gets a bit annoying not being able to select the one you want, is there a way to at least manipulate this behaviour (e.g. via save-loading) or is it predetermined by the skills you fully spec out first?
You can safely take half the map (diagonally from top to bottom right corner) against the tank general and get yourself an insane amount of supplies at the beginning, there are garrisons to help against any initial waves as well and 2 free oils + 1 reinforcement pad, this makes this one a bit easy compared to other generals (I swear the laser general is actually harder than a boss general, they need to give back the oil derricks from vanilla)
Very Sirius, you can even call me, Sirius Sam
I swear if I hear another "Calculation complete, have a nice day" from Sirius, I'm gonna beam you guys up.
Rain of arrow does not do the damage it's supposed to, e.g. my normal attack hits for 145 while rain of arrow only for 97, the description says that both of these should be +3 in level calculation, but that seems to be a lie. (also there's a small damage log bug when hitting favoured enemies with a crit with martial arts, resulting in much higher kills being recorded that didn't actually happen).
Movement potion never work as your movement points never quite deplete (at least with logistics) I can tell via the Town management screen that I usually have like 10 or 51 movement points left, preventing the use of the potion, is that something known or is my game buggin'?
Ah fair enough, I thought I might've seen it before at some point in my playtime of heroes 5, guess I was right.
Funky bug though not gonna lie.
So uh, are phantom forces supposed to become real once they've been, hypnotized, layed hands on and then have vampirism put on them? :D
Eyy plague tent finally useful :D
Fair point actually, maybe if its even possible they could include separate modes, one how it is right now, one where all skills are available to all heroes at random and hell maybe even one where you can select your own skills that a hero can have before the game starts like a deck of cards or something.
Aw, Fair enough. I think in that case though the skill might need a re-work instead as it seems fairly weak like this, even on the guy specializing in it, though I don't follow the meta so feel free to correct me if I'm missing something.
Hey there, just now spotted the update but just in case I wanted to ask real quick, have you fixed the plague tent consuming first aid charges? I recently found that with RC 15 Beta 1 that it does consume them even though it states that it shouldn't in its skill description.
10 years? Damn time flies fast, yeah its very likely a matter of taste, Still I wish I talked about it sooner though, I've always had a weird sense of 'this doesn't fit with what I had in mind' for laser general's heavy tank but never thought about expressing it until now. Though hey, if you guys are planning on continuing with contra, perhaps an additional heavy tank for laser that uses a general's point just like in vanilla could be thing, up to you though, I know it may not be your style or what you guys envision for this mod so no hard feelings, especially since you made such a ****** awesome mod that this is the only small complaint I can give.
I'm just throwing this in here for a discussion but does anyone else kinda prefer the old paladin tank from vanilla that looks more beefy and badass? the laser paladin in this mod honestly looks kinda like a brick on wheels compared to everything else in laser generals arsenal, and this is supposed to be his main heavy tank that you'll see most of the time mid-to-late game. No other model honestly bothers me as much as this one for some reason.
Not really no, look back in generals where they take a very long sharp U-turn while slowed down, causing them to be actually reachable by most anti-air, here they're pretty much un-killable and they re-arm in only a couple of seconds rather than like 10-15 in the original.
Awesome mod honestly, but auroras need some serious balancing, anti-air cant even reach them, especially for GLA
The USA Boss General has the same problem as the GLA Boss General used to have, the lag, why did you guys even change him from the previous patch anyway? he was alright as he was.
My apologies, it was just poor installation on my part, all good now.
The Chimera seems to be missing its voice lines, can you confirm this?
Quick question; is there a way to limit the amount of heroes that bots hire during the game? it gets kinda slow when they hire like 3-6 heroes on the map per bot.
Not sure if anyone else found this out, but here just incase anyone else is having trouble with the saves in the GLA boss level:
-The very first time you fight him i.e. with his intro or when you load a save file with the intro, you can save as much as you want, none of them will be corrupted.
-However as soon as you load any of those mentioned save files you made, any new save will become completely corrupted and un-loadable, so keep that in mind and save far into the game to prevent having to do the entire fight over.
I'm just gonna vent here,
whoever made the effing GLA boss battle mission, please never make a map like this again, it's one of the most poorly made maps I've ever seen in my life; enemy spam, crashing, frame lag, pretty much all GLA generals powers combined into a cesspool of unfair ***, like a kid who just wants to put all his toys into the sandpit with disregard for anything else. Every single ******* time i play it as any general i wanna quit and never touch the mod again (except with the nuke general who gets it easy with a nuke storm i guess) and don't even get me started on generals that rely solely on specific units, e.g. air, tank(okay this one is possible, but takes an insane amount of time to win with), infantry, these guys pretty much have no chance against this guy due to being countered by the oppositions insane amount of units with really good unit composition, e.g. air cannot even use his planes because the air is filled to the brim with the clogging toxin clouds, and since his ground army sucks he's pretty much done for. There isn't even any place to expand to, you're stuck on that tiny part of the map for the rest of the match as you're boxed in and there are no supplies to migrate to, especially with the bombtruck cannon breathing down your neck. i'd say a good way to fix this would to split this up into 3 parts instead of 2, 1 for the right hand side base, then for the middle base and finally for the final base, hell maybe even remove the right hand side completely and replace it with an expansion point, put something more interesting there idk, i may not be the best player but i sure as hell know when something is borderline crap, in fact it feels like a troll super mario maker level with its spam.
so please, make it fair, i'm not saying make it easy, but fair e.g. Leang who you've recently fixed quite well and the USA boss general which is probably the most fun to battle with.
okay rant done, don't take it personally btw i love this mod, just hate this map lol.
Ah, finally i can play the mod again, thank you for all your hard work!
Sorry, meant to say after RC8, RC9-RC9b is where it started to happen.
Same here actually, the problem only appeared after one of the more recent updates, RC8 or maybe RC9a-RC9b, before those that problem never occurred, hope this will help you.
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