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Comment History
Karolinewrecker
Karolinewrecker - - 2 comments @ Red Alert 3 Enhanced Vanilla

I've been looking for a mod that adds uprising units in a balanced way. Unfortunately, it crashes to desktop when loading a skirmish game, including both AI options and older versions. Hoping for a fix!

Good karma+1 vote
Karolinewrecker
Karolinewrecker - - 2 comments @ Might & Magic: Heroes 5.5

RC14 is extremely fun as always. Thanks for keeping the game alive. Since it's a beta though I think some problems deserve a mention.
8 skills seem to break very often. If I play a game with 8 skills in hotseat (RMG with scripts activated), during setting up the next game, it will revert back to 6 skills, and I have to uncheck the 8 skills button to get 8 again. Also it breaks often during actual games. For example, I had a hero with 7 skills, of which 6 showed up in the skills menu, 5 in the abilities menu (with scroll buttons missing), and I couldn't get the 8th skill on level up. During that game I did a restart of my PC and loaded back into the middle of the game, and I've heard that breaks AI, so maybe it breaks the skills as well.
About 10% of quick battles (autoresolve before the battle) only gives 1 XP per killed creature, no matter what the creature is, so the hero ends up getting 20 XP for killing a stack of black dragons. The XP is awarded normally after manual battle though.
Two times now, my dungeon warlock Sinitar was able to get basic siege weapons and basic light magic on level up, neither of which are on his skill wheel. I never encountered that problem with any other hero.
I haven't played that much RC14 quite yet (about a dozen finished 2/4 player hotseat games and same amount of single player games), but so far it seems like magic vastly overpowers might. Dungeon warlocks after getting to ~30 spellpower can absolutely stomp over 40+ attack/defense might heroes, especially with Quick Mind (empowered fireball/meteor storm on top of the entire enemy army + bonus damage from Ignition to finish survivors off) basically seals the outcome of the battle if the might hero doesn't have counterspell or magic resistance from luck (which warlocks conveniently ignore part of). In fact, since I started playing Sinitar, I haven't lost a single battle against my opponents' main armies. I managed to win a siege against a fully reinforced town and the enemy's main army with thousands of units (50+ archangels kind of army) with a few hundred assassins, blood furies and deep hydras, by nuking their entire army with 40 spellpower. I don't remember this power imbalance being the case in previous releases.

Good karma+1 vote