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Hello hello! And happy Easter! Don't know if you remember me but I was fiddling around with guns in swartz 1.2 back in 2012 in my own installation like I always do, and tried to help you reduce some cringe with some of the running animations on weapons :) . I've never gotten to play much of swartz 1.3 but I am 2/3 into finishing it right now. Was the best excuse to get back to COP, it's been quite a while. I see not all changes went through, and you replaced some models which required new animations. I see foggy weather still bugs out the flashlight in DX9, and I avoid the bad animated weapons so I'm all good. Great to be back into the game! I hope you are well, and doing well in what appears to be swartz 2.0 :D ?
Ok. I only played Hero then in 0.86 (the original sundered isle start campaign as vanilla no?) but quit it after some time when at ragnar's pass I couldn't finish the mission because dialogue didn't pop up (talk to the dragon in the cave or so iirc).
Which one is "conquest" which one is "hero of etheria" campaign? 0.86 had the original one modified + the new protectors one. I see 0.87 has 2 new
NVM about hand of lorbriss, its 3+1 per level.
Made a blightlord. My Level 2 lethal poison called hands of someone lasts 4 minutes, but iirc according to the description in the spellbook should be either 1 or 2 plus 1 min per level so it should last 2 instead. And resist fire spell description states duration is 1m45s however the fire resist buff from fire giants horn lasts only 1minute. Will post more inconsistencies as i find them.
Then its a typo, says zombies and ghouls. The game wont run unless i pick win95 or win98 compatibilities, win2000 compatibility doesnt work but yeah im running xpsp3 and it wont run without compatibility
Feast of Garok upgrade? something like, from undead and plaguelord races that gives zombies and ghouls 4 combat only gives the bonus to zombies. I played as plaguelord and zombies had + 10 bonus combat (4 from feast + 6 from that building which upgrades speed and combat of zombies and ghouls +2/+4/+6) but ghouls in my army had only +6 combat. Also I gave the mod a try on windows 7 too, my PC being XP, and it's less crashy, all maps work and I am able to see descriptions of units, buildings and spells. So I guess most of these problems happen because my PC is XPSP3 and having to play on win98 compatibility to run it.
@ Joe Great Valley, dracolich as dark elf cost 1k of each compared to 500 of each like other dragons at the dragon temple
Like the idea, also want more maps where shipyards play a significant role, like in Icefjord.
Actually I noticed these armor changes are only slight as my ranger has 12 starting armor 10 resistances before dexterity boost. The changes of 1.03.24 made me think of the system in WBC2 where armor counted tremendously on the type of hero you made. That's something I liked in WBC2 whereas in WBC3 I felt like stats in general were more "streamlined".
Forgot to say about building and unit descriptions when hovering the cursor on them. I see the descriptions in the screenshots here, in that middle screen box, but any sort of description is missing for me ingame: info about units, buildings, unit spells, abilities. Got no idea what I'm casting with them when I press a spell, I just have to see what happens.
Did you ever consider using the hero nerfs of WBC3 1.03.24? Strength gives 0.5 damage not 1, warrior heroes start with like 20 armor 5 resistance, warrior/mages start with 15 and 10, and mage heroes with 5 armor 20 resistances.. all heroes start with 10 damage and 10 combat i think, not 20 damage and 8 combat as vanilla default. I like those changes, also towers do double damage to heroes. Ofc these nerfs aren't quite enough to stop the overpowered heroes that have high armor and resistances and good healing or regeneration, but it does require a higher level than vanilla to go solo hero vs enemy base. Takes a bit longer to get to that point, and combined with the buffed units in Protectors, should help nerf heroes a bit more :)
Ok you maybe remember me commenting on my experience with 0.8.6. So I've been playing 0.8.7 quite a bit and I am content the crashes are nowhere near as persistent as before, however most of the skirmish scenarios + undead chapter and dark dwarf chapter which i was able to play in 0.8.6 to mission 3 but gave up thanks to crashes; they now crash on startup. I leveled a 41 dark elf archmage with 70 battles fought and 30 won :). I never loose, the god emperor is kind of easy (in vanilla game emperor is so much more agressive) but, yeah, 40 missions crashed after loading, I went and played half of em in order starting from W and reached L named maps, so I played quite a lot. There's still the occasional crash but it's not so persistent this time so i can actually reload and have a good chance it won't happen again soon, thus being able to finish the missions that do work (which don't crash on start). I've played with most races and have a few observations. I believe cielos rune for wood elf says that it lets you produce treants, but that is false. Sometimes thunderstorms, at least the one created by the demon building gets stuck and the map is all lit up. I'm sure maybe it ain't a bug but i had dragon temple and shipyard in several maps as different race, I guess the stats of the units produced are different depending on race? one time ships had 8-10 range, but when i played dark dwarf they had 10-14 range. And one time the dragonliche from the dragon temple cost double as the other dragons for no reason /shrug, other time same price as all dragon types. You probably know sometimes quest oracles say your answer to the riddle is wrong when it's correct, but trying it several times usually accepts it. I know you are aware of the menu bug, have to reenter the game after each battle.Eh well if i remember more, ill leave another comment.
Nice. I always liked this bobbing for some reason (also the more excessive bob and those old placeholder animations or whatever, in the alpha trailers), I prefer it over vanilla soc,cs,cop (actually not a fan of most CS and COP animations :( ).
I played vanilla-style RMA and loved it. I thought that's one of the best mods ever, and so I'll be waiting for this :)
Any idea how to make the time_factor work? I usually play with 4, and it worked until after the first mission where you get hit by the blowout. I rarely encountered this problem in mods but I remember it happening in a SOC mod after using the sleep bag, time reset itself to 10 even though it says it was 4 in the alife.ltx. Same here, despite being 4 in the ltx, after that first mission the time passes at 10x speed again and nothing works to slow it down.
Yes I am sure. Is it much more demanding that vanilla? my PC is xpsp3, 2x 1.9gb processor and 2gb ram. Vanilla runs fine. With TPC it has weird slowdown moments during gameplay, but it's rare. But the frequent crashing is impeding my enjoyment of this mod :( . A couple times it happened on saving game and then the save wasn't working, resulting in ctd. Is there no crash log for this game?
I don't know what to say. It crashed in a skirmish random small map too I think, or medium, after 5 mins. I had Vanilla WBC3 with that unofficial 1.03.24 patch for years now and never had a single issue with it. By the way, did you ever consider implementing some of the changes from that patch? particularly the nerfs, half combat and damage per strength, less starting armor and resistance for heroes, less health points per level, towers do double damage to heroes, tweaked skills, summoning has timer etc. It makes the hero less overpowered and takes a higher level and good items to solo a developed enemy base than usual. In protectors I experimented with a level 100 hero in a skirmish and had 100 in fire missile and strength and mighty blow, did 500 damage per shot fired (2 shot the 1k health enemy hero). Also there's a bug with fire missile, at level 11-15 if i remember correctly it goes from range 12 to range 8, then at 16 in fire missile it goes back to 12(but if it were up to me I'd nerf this skill to have a smaller range, and stop at maybe 100% of hero damage I don't know)
I gave up in the labyrinth of crashes. Happens too many times, I'm on the third mission with Mardar where I'm supposed to go against the king. So I just started a warlock in original wbc3 campaign, the crashes aren't so persistent there. I will get some levels before going into the protectors campaign
Oops!Well lol, so if I won that means I'm too good right :D . I was actually expecting for some dialogue to trigger but it never did, except when they breached certain points. But they never reached the level 5 keep because I blocked the ways with towers and after I destroyed all the buildings of the AI I just planted towers on spawn points so I won in between spawns when I managed to kill everything
No not only late-game, but most times it's after 15-30 minutes. It took 2 hours because it was level 3 keep condition and in that map Plague has constant massive unit spawns + dragons so I had to fortify narrow paths with towers to halt their advance, then I had to chip away at the bases little by little because dwarf gets countered hard by plague. And because to win I had to kill all enemy units, I had to build tons of towers on top of the spawn locations, even though I defeated the AIs, units still spawned in several spots down south so with a bit of luck, victory message popped up in the end. That's why it was 2 hour or more :)
Hmm nope.. I was playing with Mardak in The Duernothian Cult Chapter, with the Dwarves defending against Plague. Switching to win98/me let me play about 2 hours more in this battle, but now it again reached a point where I can't progress due to constant crashing
Ok, so I guess XP SP3 isn't good for protectors. Odd since WBC3 did not crash once and I've been playing it for years. Anyway, running it in win98/2000 compatibility seems to fix the issue? not 100% sure but ill keep playing with it. Only problem with win98 is some sound glitching in the main menus.
Yes it was fresh, this is the first time I install this. I'm xpsp3.
Oh nevermind. I got selentine crown, banner of rage, assassin's blade, ring of aranea, leather boots, grollo's storm ring, and in backpack leprechaun's lyre, meditative staff, tome of utter darkness, orb of longevity. But I didn't have these when I first experienced the crash anyway. And nevermind, it crashes on smaller maps too, once it starts crashing it will crash on any map I guess.
So regarding my crash: I only played 3 skirmishes so far, 1 was a medium sized map and 1v1 so was no problem there, but the maps where it crashed in late games are Grand Canyon and Invasion. I am a level 7 Orc Shaman. I only played as orc, only have the Tome of Utter Darkness on him (+2 necromancy and some chance cast spell on hit iirc). My skills are the starter 3 in Chaos Magic (kind of odd how that lets me do a level 3 morph combat :) since you replaced the spell system with the one from wbc2, but i guess you will fix that later). 4 in Ritual, 2 in Ferocity, 5 in Orc Lord, 5 in Warding. 6 Strength, 5 Dex, 8 Int 10 Charisma. I think I put 1 more point in morph combat on the spellbook page, so I can do up to level 4 (if i had the casting skill). I did not mess with the perks, and my proficiency is Recruiting. The map I am currently on is Invasion and I got uh 5 AIs I think at the second difficulty (count?). And they are High Elf(wiped him), Barbarian(wiped him), Orc, Knight and Swarm. In the Grand Canyon map it was me versus a count Barbarian and a count Minotaur, and it crashed there whenever I went to attack the Minotaur in the bottom right corner of the map.
I am experiencing crashes with 0.8.6a, always in Large maps during late game. At least I think so, I only experienced it in skirmishes on large maps with multiple AIs, happens when we expand to keep level 4-5. And then I have to play 10 seconds, then save, because crash is random but it always comes after a few seconds after I load my save. I got no clue if this happens in the campaign, I only played a few skirmishes because I downloaded the mod recently.
Apologies, meant to upvote :(
I like the other graphic improvement pictures, in this one I'm not sure about the ground texture, but no big deal /shrug
I really don't mind the vanilla weapons, the bad thing are their choppy animations, you can see they cut when transitioning from idle to run etc. I liked most of the LURK ones, and some from COP mods like shoker or STCOP mod whatever it was called :D
This was a change in the early versions to force saber duels to be more static like in the original movies ep4-6, and not so much running around as there is in the vanilla game. As it stands now, running = no regeneration, walking or standing still = vanilla regeneration, and crouching/meditating = very fast regeneration. I'm talking from a single player point of view: this works great in saber duels, but not so well when dealing with large armies of gunners like you do in single player, where the faster you are, the better. You run out of force juice fast and you need it if you want to keep deflecting blasts back at the attackers. IMO the regeneration could use some tweaks, but no idea how one would achieve a good balance. Crouching feels like an abuse to get your points to max in 3 seconds. A couple things seem odd to me: a)if you hold block and move around, you will loose force points even though you are alone, not being attacked and successfully blocking something. b)by default, not using block you will automatically deflect blasts in random directions without an animation, or you can instead hold block and burn your force points fast to deflect em right back at the attacker; what is odd is, blocking burns your force rapidly, and if you keep holding block, you reach 0 and then the blasts will go through hitting you, whereas not blocking will always deflect them, just that not exactly back at the attacker. So in most cases, blocking blasts can be a waste of your force points and kill you if you aren't careful, whereas not blocking will always deflect but not hit your attacker. Odd, but then again, I have no brilliant idea on how you could balance things.
Lol I wanted to try that last night, but I thought that path was blocked too. I thought those steam clouds were blocking the way, just like the way to the swamps. Ty, I'll go see where that leads me. On my map, when I hover over that transition I get a stash text instead of saying where it leads me, something like "invisible box - hid the loot in the invisible box" haha