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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: New Grove Town
Thread: New Grove Town This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
vladud2000
vladud2000


Known Hero
Maestro of Might & Magic
posted December 25, 2009 08:07 PM

Quote:
You know. Dragonar began this projesct mostly, because he didn't liked Darkloke vision with everything taken from Wc3 and Wow. So I wouldn't be suprised.

Btw. I found a post of Darkloke on DF2 forum about our Grove. Could you translate me his post? (google transleted it into... something sensless. :3

give me the link to that post
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Mitabrin
Mitabrin


Famous Hero
kłoribaz to kutaspoci±g
posted December 25, 2009 08:09 PM

It is ok now, Darkloke himself sent me translated version.
____________
I'm surgeon,not doctor - LizardWarrior

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Aoa
Aoa

Tavern Dweller
posted December 25, 2009 11:59 PM

i tried this and it's fun - everythig's so purple lol
oh and you gotta love saphire dragons, however i don't like the quartz ones so much, their speed is too low
as for the bugs - mine's clean and everything works perfectly
for those who asked how you can get those tree creatures (can't remember their name ) - when you attack dragon fly hives instead of wyverns you get those creatures

great job guys

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jontahontas
jontahontas


Adventuring Hero
posted December 26, 2009 12:45 AM

VERY VERY VERY Impressed! Wow! Was like installing AB all over again! Very much looking forward to the completed version!

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idiotpariah
idiotpariah


Adventuring Hero
posted December 26, 2009 10:37 AM
Edited by idiotpariah at 07:03, 27 Dec 2009.

Since there doesn’t seem to be too much information about on the new creatures and I’ve been playing with the town for about 16 hours, thought this might be helpful:

Satyr. Upgrades to Faun
Attack: 2
Defense: 4
Damage: 1-2
Hit Points: 5
Speed: 4
Special Ability: None
Spell Immunities: None
Abilities with experience: Always has positive morale
Growth: 18
Cost per unit: 35 gold
Review: Basically imps with one less speed but 1 more defence and hit points. 18 growth however is the second highest in the game- second only to pixies. Experience based ability is pretty weak.

Faun. Attack: 2
Defense: 5
Damage: 1-2
Hit Points: 5
Speed: 5
Special Ability: None
Spell Immunities: None
Abilities with experience: Always has positive morale, can cast mirth and at higher levels mirth on all troops at the start of the combat
Growth: 18
Cost per unit: 35 gold
Review: Basically imps with one less speed but 1 more defence and hit points. 18 growth however is the second highest in the game- second only to pixies. High level experience ability is actually pretty nice- expert mirth on all creatures in your army at the start of combat means late game they are actually a half decent stack to have on the battlefield.

Moon Hunters. Upgrades to Moon Slayers
Attack: 7
Defense: 3
Damage: 1-3
Hit Points: 15
Speed: 7
Special Ability: Attack and return, dispels spells
Abilities with experience: Casts poison, no retaliation
Growth: 9
Cost per unit: 100 gold
Review: They have the lowest damage output of any tier 2 creature and also the lowest defence. Primary special is similar to harpies. Average hit points, decent speed. Their specials with experience (no retaliation) are pretty good but I think these guys need a slight boost to their damage range (1-4 or 2-4)

Moon Slayers
Attack: 8
Defense: 3
Damage: 1-3
Hit Points: 15
Speed: 8
Special Ability: Attack and return, dispels spells, “Double Attack” (note it seems that double attack is not a special ability, they don’t attack twice, they don’t seem to get the double damage ability of the death knight either)
Abilities with experience: Casts poison, no retaliation
Growth: 9
Cost per unit: 130 gold
Review: A slight improvement over the base creature, I’m assuming double attack is supposed to give them some bonus but hasn’t been implemented yet. They definitely need a bit of a boost, especially since they are definitely the best looking creature in the new town

Dryads: Upgrades to Grove Keepers
Attack: 7
Defense: 6
Damage: 2-5
Hit Points: 15
Speed: 4
Special Ability: Mirth
Abilities with experience: No obstacle penalty, no range penalty, extra shots
Growth: 6
Cost per unit: 190 gold
Review: Basically orcs with mirth and a lower growth rate but considerably more expensive.

Grove Keepers
Attack: 8
Defense: 7
Damage: 2-5
Hit Points: 18
Speed: 5
Special Ability: “No range or wall penalties” (in fact they do have a ranged penalty, haven’t tested the wall one yet)
Abilities with experience: No obstacle penalty, no range penalty, extra shots
Growth: 6
Cost per unit: 215 gold
Review: Much more expensive than orc chieftains with lower hit points (better defence though) and, in WOG, lacking the high level double shot ability of orc chieftains though and with lower growth.

Night Druids: Upgrades to Claw Druids
Attack: 9
Defense: 10
Damage: 7-10
Hit Points: 25
Speed: 5
Special Ability: Shoots Twice
Abilities with experience: Shoot twice (already does this so although listed as an ability with experience, it isn’t), Casts basic slow
Growth: 4
Cost per unit: 350 gold
Review: Most similar to mages, losing the mana and no barrier/wall abilities for double shooting- definitely a trade worth making.

Claw Druids
Attack: 10
Defense: 11
Damage: 7-10
Hit Points: 30
Speed: 6
Special Ability: Shoots Twice, Magic Mirror
Abilities with experience: Casts slow, “shoot twice” (see above), summons treebeards
Growth: 6
Cost per unit: 420 gold
Review: Again similar to arch magi but trading speed and abilities for double shot. The high level experience ability here though is very worthwhile mentioning- treebeards are very powerful and you summon a stack half as big as the claw druids. Poor speed for an upgraded shooter though.

Basilisk Riders: Upgrades to Basilisk Champions
Attack: 9
Defense: 15
Damage: 12-15
Hit Points: 65
Speed: 6
Special Ability: Petrifying attack
Abilities with experience: BREATH ATTACK (capitalised that since I wiped out one of my stacks before I realised),increased chance of petrification
Growth: 3
Cost per unit: 510 gold
Review: Average damage but very nice hitpoints and a decent special ability. Decent price as well, a strong level 5 unit.

Basilisk Champions
Attack: 10
Defense: 16
Damage: 12-15
Hit Points: 70
Speed: 7
Special Ability: Petrifying attack, jousting bonus
Abilities with experience: BREATH ATTACK (capitalised that since I wiped out one of my stacks before I realised),increased chance of petrification
Growth: 3
Cost per unit: 610 gold
Review: The upgrade does not impress as much compared to the rest of the field but are still good (not as good as mighty gorgons but that’s a given).

Spider Princesses
Attack: 13
Defense: 15
Damage: 15-18
Hit Points: 75
Speed: 7
Special Ability: Dispels spells, no retaliation
Abilities with experience: Dispels spells and at higher levels mass dispel helpful spells (not managed to test if it works yet)
Growth: 2
Cost per unit: 900 gold
Review: Weak level 6 unit, compared slightly better than a wyvern due to no retaliation. Expensive for such poor abilities. High level would be somnewhat handy. Lowest hit points for a creature this level (apart from wyvern it replaces)

Spider Queens
Attack: 13
Defense: 17
Damage: 16-20
Hit Points: 75
Speed: 8
Special Ability: Death stare, no retaliation, dispels spells.
Abilities with experience: Summon Spiders, mass stone skin, mass bloodlust, more powerful deathstare, LOSES ability to cast dispel
Growth: 2
Cost per unit: 1050 gold
Review: The upgrade is relatively cheap and at high levels the mass buffs are a big bonus. Deathstare is always one of the most powerful abilities in the game meaning spider queens are a very good upgrade and a strong level 6 creature both for direct and indirect abilities. Summon spiders is quite handy as well- an extra attack to absorb retaliations and to just throw away is pretty handy.
The experience bonuses are strange for this one (good but strange) Early levels the number of spiders you summon and chance to dispel rises then you gain the mass buff spells, spider numbers drop considerably and you lose the mass dispel permanently. At level 10 you actually summon less spiders than level 5 or 6. Of course the mass buffs are a lot better so it seems fair enough.

Amethyst Dragons
Attack: 16
Defense: 21
Damage: 30-40
Hit Points: 225
Speed: 9
Special Ability: Attack all adjacent enemies, spell damage reduced by 20%
Abilities with experience: Increased spell damage resistance, immunity to level 1 hostile spells, unicorn aura
Growth: 1
Cost per unit: 3200+1 crystal
Review: Compared to the hydra it has 3 extra defence, same damage (but smaller range), 45 more hit points and +4 speed. It is by far the most expensive unupgraded level 7 and is a decent creature if not the best. Statwise its fine, tactically less useful than many of the other level 7 unupgraded. The experience abilities are not that great. Overall an average level 7- hard to kill but without the ability to fly/shoot or cross the battlefield in one turn but very expensive indeed.

Quartz Dragons
Attack: 18
Defense: 24
Damage: 30-50
Hit Points: 285
Speed: 10
Special Ability: Attack all adjacent enemies, spell damage reduced by 40%
Abilities with experience: Increased spell damage resistance, immunity to level 1 hostile spells, unicorn aura, slight reduction in mana cost of spells
Growth: 1
Cost per unit: 4000+2 crystals
Review: Not a great deal changes with the upgrade although the resource cost is a HUGE problem as we will see later. Experience abilities are not great (mana reduction means very little by the time you actually are able to recruit this creature). Think ancient behemoth and you aren’t far off= does less damage to its foe but can potentially strike several, a fair trade off. High level ebilities less useful than those of the ancient behemoth though.

Treebeard: Summoned by claw druids. Treebeards= ˝ number of claw druids. Can also be made from dendroids, bought from the forest dwelling or (apparently) got from dragonfly hives?
Attack: 10
Defense: 15
Damage: 15-20
Hit Points: 80
Speed: 5
Special Ability: Binds enemies (same as dendroids)
Abilities with experience: Summon denroid guards, summon dendroid soldiers
Growth: N/A
Cost per unit: N/A
Review: A free unit that falls slightly above the other level 5 units in power.

Spiders (number summoned varies according to level of spider queens- at level 6 its 250% the number of spider queens, at level 10 its 194%
Can also be gained from the forest dwelling
Attack: 2
Defense: 1
Damage: 1-2
Hit Points: 2
Speed: 7
Special Ability: Poisonous (25%)
Abilities with experience: Increased chance of poison
Growth: 18
Cost per unit: N/A
Review: So fighting stats worse than an imp,  spiders basically exist to soak up attacks and retaliations and are a nice little bonus to have on the battlefield.

Overview of Town Creatures and suggestions for next Beta:

Level 1- weak but high growth and good mass spell for upgrade at high levels makes them a reasonable little level 1. Graphically the least attractive of all the creatures I’m afraid and the graphic in the hero/town army is unclear (i.e. its hard to tell if they are fauns or satyrs). Balancewise they are fine. One issue I have is that the faun is the upgrade of the satyr- I think it should be the other way around since satyrs are bigger in mythology.

Level 2- The coolest looking unit graphically, need a bit of a boost in damage range (or for the upgrade’s double damage “ability” to actually do something. I think extending damage range to 1-5 would be ideal here.

Level 3- Also definitely on the weak side, especially since the grove guardian does actually have a ranged/obstacle penalty. Growth should be boosted by 1 in line with the other creatures. Speed 4/5 for a 4 legged centaur creature seems very strange. I think to make these creatures both a bit better and more logical would be to give both a no-melee penalty bonus and up the speed of both by 3 (7 for dryan, 8 for grove guardian).

Level 4- Very good level 4 shooter, and the upgrade has a very good high level ability. Probably the best unit in the town IMO.

Level 5- Good hit points, poor damage, average speed, reasonable special, upgrade is average and high level abilities are quite poor. The unupgraded version compares fairly well with its levelm the upgrade compares fairly poorly. All-round average unit, just as it should be.

Level 6- Without the upgrade it’s a poor and very expensive level 6 for what it does. Upgraded it’s a very good level 6 unit with nice specials and good experience based specials. Well worth upgrading and good overall.

Level 7- Very very expensive in terms of resources. The resource silo for the town produces wood and ore, not crystal meaning the resource requirements here are very very high. Of the unupgraded level 7’s Only angels require a resource not made by the resource silo and they are both the most powerful level 6/7, buy also the resource they require is the easiest to obtain (since magic gardens can also produce gems). Even with 2 crystal caverns on the go I’ve not upgraded to these guys in game yet except to test them out. The level 7 upgrading from a hard precious gem (amethyst) to a cheap rock crystal (quartz) with the level 8 being a precious gem (Saphire) seems a bit weird- personally I think Quartz should be the base level 6, amethyst the upgrade and then sapphire as the level 8 makes sense.

Overall Town Creature Review:


At first glance it seems a pretty weak town and has some serious drawbacks in the metagame:
i) The only flier is a speed 6 shooter- won't be taking those towns vey easily at all.
ii) NO high speed creatures- yep you’ll be going second an awful lot and there is no high creature that can cross the battlefield first turn to reduce damage taken from shooters. Best speed you’ve got is 10. All round you have low speeds in this town.
iii) Low speed shooters- claw druid is very good but your shooters will be shooting after almost every other decent shooter in the game (where speed 7 is the norm). This can make taking towns even more difficult.

On the other hand with lots of experience you have two units that are very very powerful indeed and the level 1 is useful even late game for the buff. A free stack of level 5’s, spiders, mass stoneskin, mirth and bloodlust on your whole army is damn nice and deathstare is always a bonus. I think its great that the creators didn’t go overboard and make this town’s creatures obscenely powerful, although I do think three changes should be made:
1) Increase the moon slayers damage range to 1-5 (still not that good for a level 2 but a big improvement).
2) Increase the speed of the dryad to 7 and the grove guardian to 8 and give them no melee penalty- this will improve the unit and give it more multifunctionality. Importantly at higher levels it will mean you can shoot town defenders before they shoot you which should help somewhat with the difficulty of attacking towns. Despite the ability to convert centaurs, I think their growth should be upped to 7 in line with other level 3 creatures- especially since they tend to be decimated by enemy fire.
3) Drop the resource costs for the dragons in the town so no need for crystal for the amethyst, 1 crystal for the quartz. Keep the gold values high since the amethyst is quite tough for a level 7 unupgraded creature.

The Town Itself


The town basically follows almost the same path for dwellings and buildings as the fortress town except crystal is needed instead of sulphur. However, since the level 7 creature requires crystal and the resource silo makes wood and ore this means the town has a somewhat crippling resource deficiency in crystal.

The special town structures are the same as in the fortress except that the pillars of magic also allow you to convert centaurs into dryads in town and centaur captains into grove guardians. May not happen that often but it’s a nice little addition nonetheless (and might be why the dryads/grove guardians have such a low growth rate).

The town is capped at a level 3 mage guild, same as for fortress. I’m assuming this is a hard coded limit, although with so many magical creatures dwelling in the town it would be nice if it had a magical edge as well as a might one.

My Opinion of the New Town.


First of all I’m delighted that a new town has finally been produced.
First of all I’m delighted that a new town has finally been produced.
First of all I’m delighted that a new town has finally been produced.
- That was worth saying three times, I’ve been hovering on these forums for many years waiting for just one of the many town projects to become fully playable. Now the grove is here, I’m very pleased indeed. I want to establish all that before I go into some (hopefully) constructive criticism for what currently is a Beta version and obviously unfinished.

Needless to say its hard to avoid comparisons between the new town and the old fortress town. We have several similar special abilities in there (deathstare, petrify) albeit at different levels and we have a strikes all around level 7 walker. Some of the new creature abilities are very cool indeed and having two shooters definitely makes it play a little differently. Balancewise I think one or two changes (mentioned in the preceding) should be made to help the town a bit more, and then the town should be quite effective in larger maps where there is time to get creature experience levels up.

The heroes are obviously not finished yet- they have the new pictures but their bios and specialties still refer to their old skills. Also the extension hero (Miranda) has not got a new picture yet. Also one of the might heroes Mrimm apparently affects all treebeards (a unit you can only get when summoned by claw druids) hopefully this won’t be his final specialty. This section is more to explore how this new faction could play in a way different to fortress and the other factions. At the minute they all have a certain style:
Stronghold- Attack, might based, class skill- attack
Tower- Ranged and magic, class skills- intelligence, scholar, myscicism. Linked closest to air magic.
Rampart- Defensive, creatures have range of disruptive abilities, linked to water magic. Class skills- none in particular, archery, armourer, resistance. Might hero barred from learning fire magic.
Castle- Mix of attack and defence. Class skill- leadership
And so on.
Fortress- Class skill armourer, (followed by) artillery, logistics, pathfinding.. Might hero barred from learning fire magic.

So how about the grove? At the minute it’s the same as the fortress but I think the faction could play a lot different from the might hero point of view by changing the class skill from armourer. Obviously specialties should be largely creature based as normal with one or two specialists at a particular skill.

Now since the grove is loosely based on night elves who specialize in secrecy, speed, elusiveness and nature, it seems a very suitable class skill would be scouting (WOG boosted scouting that is)- spying, chance for something happening each step and so on. If I had to choose a class skill without WOG boosts I would go for logistics as a class skill. I think this would make the might heroes play very differently without needing widescal changes.

For magic heroes, at the minute the level 3 guild cap is a big problem meaning it’s a very might based faction which seems somewhat at odds with the magical creatures in the town and the elvish heroes in general, and the night elf “fluff” as well. One good way around this would be to grant each of the magic heroes a powerful level 4/5 spell or ability- especially disruptive and weakening abilities to fit with the fluff and make magic heroes a worthwhile choice. Possibles that already exist would include:
Chain Lightning (with chance to cast lightning bolt like solmyr)
Resurrection (Alamar)
Inferno (Xyron)
Prayer, also with bless and with base water magic to start
Meteor Shower- (like Aislinn)
Paralyse- with slow as another spell in book
Petrify- with haste as the base spell. Petrify cast on enemy stacks (1 in 11 chance perhaps
Aging- with bless as their base spell. 1 in 11 chance to cast.
One hero could also be a claw druid specialist.
Blind- and casts on theenemy troops.
Miranda- (extension hero)- Town portal, starts with scholar and wisdom.

All of these can be done through existing scripts although paralyse, petrify and aging would need icons.

Another specialty that Mmmirr might suit would be to be given level/4 treebeards per week and being a treebeard specialist.

Bugs:


One serious bug found so far with the commander is that if they gain the shooting ability the game will crash to desktop almost every time they shoot






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Evilhydra
Evilhydra


Famous Hero
creature maker.
posted December 26, 2009 10:45 AM

another bug:
sometimes i can buy treebard sometimes i can't
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Ayreon
Ayreon


Famous Hero
posted December 26, 2009 12:15 PM

Quote:
It is ok now, Darkloke himself sent me translated version.


And what did he say about your Grove town? Is he supporting it, or is he offended?
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The_Assassin
The_Assassin


Adventuring Hero
Lizard Assassin
posted December 26, 2009 12:17 PM

When I want to buy Dryads Dwelling the game crashes (In english version)
In polish version when I enter to castle the game crashes.
When I play as Warden, he/she has a black frame when I standing to right.

The bugs I found

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Mitabrin
Mitabrin


Famous Hero
kłoribaz to kutaspoci±g
posted December 26, 2009 12:27 PM
Edited by Mitabrin at 12:41, 26 Dec 2009.

Quote:
It is ok now, Darkloke himself sent me translated version.


And what did he say about your Grove town? Is he supporting it, or is he offended?



Well... He said that probably only 10% og whole project isn't made by us, other 90% are made by K1ng's team. This is not true, because only things that we had from K1ng's projects are... Screenshots that was presented from everyone (and If I remember we had 2 uncompleted gifs, one for moon hunter and one for Basilisk rider).

He also said, that he probably try to finish his project faster, to end all confiusion.


Quote:
When I want to buy Dryads Dwelling the game crashes (In english version)
In polish version when I enter to castle the game crashes.
When I play as Warden, he/she has a black frame when I standing to right.

The bugs I found



Well, you are only one that has this bug, so you have probably installed on not fresh version of WoG. Try to delete all *.txt files in your data folder in your heroes folder. If that don't work try maybe to reinstall... (but on fresh version of WoG)


Quote:
another bug:
sometimes i can buy treebard sometimes i can't


I don't quite get what do you mean...
____________
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Darkloke
Darkloke


Promising
Famous Hero
WoG Team artist
posted December 26, 2009 02:33 PM

Quote:
Quote:
It is ok now, Darkloke himself sent me translated version. what did he say about your Grove town? Is he supporting it, or is he offended?

Neither first nor second. I believe everyone has right to make his own Grove, which means that i dont have any exclusive rights on this project. Just when i speak "my" Grove i mean only by this my own vision of this project.

Quote:
This is not true, because only things that we had from K1ng's projects are...

I just say this comparing the stuff i have from previous team with yours. IMHO most of the stuff dont have any new changes - they are as they were in the original (and to complile a static def from the screenshot isnt a big deal, right ) and ofc i think u didnt build a def of my demon hunter from the gif . Anyway - since i am not the author of this stuff i am not offended in any way and tell all this just to form more objective picture for the users which unaware of all facts.

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The_Assassin
The_Assassin


Adventuring Hero
Lizard Assassin
posted December 26, 2009 02:37 PM


Quote:
another bug:
sometimes i can buy treebard sometimes i can't


I don't quite get what do you mean...


He mean: (In polish) "Czasami mogę kupić Treebeardów a czasami nie mogę/nie dam rady (bug który nie pozwala na kupno treebeardów)"

I have to reinstall WoG

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Mitabrin
Mitabrin


Famous Hero
kłoribaz to kutaspoci±g
posted December 26, 2009 02:45 PM
Edited by Mitabrin at 15:14, 26 Dec 2009.

I understand what he said, but I don't know what he meant.



Quote:
and ofc i think u didnt build a def of my demon hunter from the gif . Anyway - since i am not the author of this stuff i am not offended in any way and tell all this just to form more objective picture for the users which unaware of all facts.


Of course, demon hunter is one that we have get from thread on (if I remmber) DF2 forum on that you have gave many your defs.


Btw. I don't quite get the point of comments like "I wonder how all other projects feels now" and other malignant comments like that. I read comments that says that our Grove is stupid, because we are only replacing towns, and our graphics are really bad. Man, what's the point of that? Shouldn't modding of WoG be only for FUN? Even though I mam in New Grove team it doesn't matter that I hate Darkloke's one, probably after release of his Grove I will play it for a long time, and I hope it will be fun to play, and because he is working longer on it I am hoping that it will be even better.

So lets stop starting of this "Groves duel" and just remember that everything we do is for fun.
____________
I'm surgeon,not doctor - LizardWarrior

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Darkloke
Darkloke


Promising
Famous Hero
WoG Team artist
posted December 26, 2009 03:31 PM

Quote:
So lets stop starting of this "Groves duel" and just remember that everything we do is for fun.

There is no any "Groves duel" since i have already said my position regarding this.

As for comments... Heh, well, try to ask people who wrote this comments.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 26, 2009 03:49 PM

Someone said man invented language to be able to complain. You will always have negative comments, whatever you do, quality or not because some people simply are frustrated and need to express it. If there are too many of them, it can become a permanent damage to the few modders around and limit somewhat their enthusiasm. Let's not forget that people who work sacrifice somehow their free time, and get not payed in return. At least one should remain polite or express constructive criticism.

Grove released is a very good thing, and I hope it will give a healthy boost to other projects as HoTA, Darkloke's second grove (which I know it will be high standards), Bastion and 3.59.
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All my Era II mods

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Hobbit
Hobbit


Supreme Hero
subiroK ot g±icosutak
posted December 26, 2009 04:10 PM
Edited by Hobbit at 16:13, 26 Dec 2009.

Quote:
Spiders (...)
Hit Points: 42

No, just 2 HP. Is it your mistake or in your game it's really 42?

And actually druids can fly.

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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted December 26, 2009 05:25 PM

Quote:
And actually druids can fly.


what use if the upg has 6 speed? the slowest flying creature in the game and it's an eagle/bird-thingy. i think he desirves more speed. + that he shoots. i,one, didnt make him walk in the whole 3 maps i played with grove.

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idiotpariah
idiotpariah


Adventuring Hero
posted December 26, 2009 06:57 PM
Edited by idiotpariah at 19:38, 26 Dec 2009.

Found a few more problems that I need to test a bit more throroughly:

Built the pillars of magic but couldn't upgrade any creatures from rampart at all. Upgraded dryad and moon hunter dwellings- still no luck. When I upgraded the fauns dwellings it suddenly worked. I've checked this quite a few times, you need the upgraded level 1 dwelling as well as the pillars in order to upgrade things.

Hobbit, spiders really had 42 hitpoints in my last game (actually 44 but 2 were from the vial of lifeblood). Just started 3 more test maps and they had 2 hit points each time. Definitely was 44 (42) first time though. Must be something in there somewhere, sadly haven't got a save game for you, if it happens again I'll attach it)

Also it seems that lizard dwellings on the map are being wogified in that they produce claw druids (and btw whilst the trigger square for the dwelling gives the new grove name the square to the left of the trigger square still says lizard dwelling) rather than a level 2. When, however, you upgrade the dwelling with mithril it produces grove keepers instead (i.e. an upgraded level 3). Note the dwelling name is an issue with all of the creature buildings that are 2 wide. And even some of the 1 wide ones still have the wrong names.

Incidentally the forest dwelling (for spiders) only has a growth rate of 2 the first week, and goes up to 18 after that.

Incidentally I reinstalled a clean version of WOG before adding the grove town back in. And all the above are post fresh re-install.

Also edited my earlier post with some errors I made.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 27, 2009 04:51 AM
Edited by Salamandre at 04:57, 27 Dec 2009.

Mitabrin, HERE are the sounds you asked for.

You will need torrent installed to open it then start dload, the file is 500 Mo compressed, and contains 7722 custom wavs about all creatures possible. Tell me if you want it, or if got it so I can remove/close Bittorrent.
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idiotpariah
idiotpariah


Adventuring Hero
posted December 27, 2009 06:00 AM

So what are the grove team working on at the minute? I'm tempted to fiddle with things a little bit and want to check if anyone in the team would mind.

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Mitabrin
Mitabrin


Famous Hero
kłoribaz to kutaspoci±g
posted December 27, 2009 02:32 PM
Edited by Mitabrin at 14:34, 27 Dec 2009.

We work kinda in secret, but we have contacted with some K1ng's Grove we are actually discussing about that.




Quote:
Mitabrin, HERE are the sounds you asked for.

You will need torrent installed to open it then start dload, the file is 500 Mo compressed, and contains 7722 custom wavs about all creatures possible. Tell me if you want it, or if got it so I can remove/close Bittorrent.



Wow, to tell you the truth I don't have Bittorrent, so downloading it like that may take quite much time...
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I'm surgeon,not doctor - LizardWarrior

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