The Veil - Concept.

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makazuwr32
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Re: The Veil - Concept.

Post by makazuwr32 »

Yes.
Firstly we need to balance main body of undeads.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: The Veil - Concept.

Post by Harrow in forum mode »

Oh
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Re: The Veil - Concept.

Post by Dagravian »

makazuwr32 wrote: Mon Jan 14, 2019 8:02 pm On my device for example loading app itself (latest dev version) takes 68 seconds.
Loading some really big maps with lots of units and such takes sometimes up to 3 minutes.
I don't have any campain maps where i had such issue and also i am patient and can wait such low amount of time but in some random games with ai (1vs5) on biggest maps i had sometimes when unit amount of ai's was bigger than 200 (each!) it was loading 3-4 minutes and it also took at least 1.5 minutes even on highest speed for all ai's to take their moves.

Can't say same for DoomsDayDragonfire though.
Pretty much accurate, but the thing is, from the 4 versions of the game that i have (AOS, AOF, AOW, AOG), AOF is the only one that i see this much delay, not in a single map, but in an overall perspective, like, boot load (yeah i'm aware of the memory thing, but it used to be faaar way faster to boot load than the one atm), map load, AI movement, turn change... It pisses me of that it takes 6 or 7 times more time to do the same task from all the other versions together, it used to be as smooth as aos, but now it is really bad to wait so much to play there... I started to noticed such thing in 2 or 3 updates ago i guess (Gplay vers). Why and how is this happening? No idea... And can't say anything else to help track this down, but AOF for me is unplayable until this get fixed...

Anyway, I'm thinking to buy a new top touch device, (Fastest way to fix, not the cheapest, but that means insta-solve), but that also made me think that might be an issue to pay attention in the future...
makazuwr32 wrote: Wed Jan 16, 2019 5:31 am Yes.
Firstly we need to balance main body of undeads.
Yep, would be weird if the suplementary units were more balanced than the actual core of the faction :lol:
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Re: The Veil - Concept.

Post by General Brave »

I'm pretty sure it depends on the devices, because everything just loads in a few seconds for me.
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Re: The Veil - Concept.

Post by Tankhead »

Same thought brave, plan to test this later on in the future with other devices
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Re: The Veil - Concept.

Post by Harrow in forum mode »

What about all those units back in the evil cathedral and sickle sindacate and the alchemist workshop AND the blood altar
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Re: The Veil - Concept.

Post by Tankhead »

makazuwr32 wrote: Wed Jan 16, 2019 5:31 am Yes.
Firstly we need to balance main body of undeads.
Kinda missing your point here
You realize Warfell also too early to put in right as long as the Tier mechanic isn't it.

This is like a sneak peak of Veil

A building and a unit that of Warfell. Im not saying once they are in, lets continue to add more back to back
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Re: The Veil - Concept.

Post by makazuwr32 »

Actually humans are almost balanced there. Also i want to look again onto veil units.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: The Veil - Concept.

Post by Tankhead »

Ah Rebalancing
Ok then
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Re: The Veil - Concept.

Post by makazuwr32 »

Ofc. I need to look onto units of veil again after rebalancing of undeads. And i must mention that unlike humans undeads i hope will get much bigger rebalancing.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: The Veil - Concept.

Post by Dagravian »

Harrow in forum mode wrote: Fri Jan 18, 2019 3:24 am What about all those units back in the evil cathedral and sickle sindacate and the alchemist workshop AND the blood altar
Patience man, we are talking about +10 buildings and +30 units here, thats a HUGE amount of work in many fronts, also is really possible that some of them be cut from the final version, and right now, the game has more priorities to deal than these unfinished units, so don't expect them all to be in so early. I would rather expect for the phantom reinforcements than something from here at moment...
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Re: The Veil - Concept.

Post by StormSaint373 »

Bummer...
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Re: The Veil - Concept.

Post by Dagravian »

StormSaint373 wrote: Wed Nov 07, 2018 10:27 pm @DoomsdayDragonfire

Eye Tyrant

Cost: 6-8
Hp: 26
Attack: 4
Armor: 2/2
Speed: 2 (Floating/Flying)
Vision: 8
Action/Turn: 4-8 (Depends on number of eye stalks)

No bonuses

Spells: note: all spells are range 5, last 3 turns unless otherwise noted

Fear: -3 att, -3/-3 armor, -1 speed
Curse: subject cannot act for 3 turns
Disenchant:
Magic arrow: damage 10, ignores armor
Slowing: -3 speed
Added it to blood altar segment, made 2 versions for it, one with a single eye, and another with multiple eyes around the body. (*the tentacles are an extra*)
Eye Tyrant.png
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Re: The Veil - Concept.

Post by Midonik »

The op little boi. Image is nice tho.
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Re: The Veil - Concept.

Post by Dagravian »

Thx, btw, still need to finish it, but idk wich of those 2 would fit better...

Anyway, i guess i must ask opinions about how it is looking the Hell Dragon, is it good enough?
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Re: The Veil - Concept.

Post by Midonik »

It seems a bit wierd somehow. Maybe try bigger wings, smaller fires/horns on body and more scary head. Also pose seems a bit odd.
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Re: The Veil - Concept.

Post by Dagravian »

Ok, made some changes on it
Hell Dragon v2.png
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Hell Dragon v3.png
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what you think of those?
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Re: The Veil - Concept.

Post by Dagravian »

Removed the thing around the wings, seens much better
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Re: The Veil - Concept.

Post by General Brave »

Great Dragon, does it fly?
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Re: The Veil - Concept.

Post by Dagravian »

General Brave wrote: Fri Feb 08, 2019 7:23 am Great Dragon, does it fly?
It is intended, but the wingless one reminded me of the "Tarrasque", (It is a giantic dragon like creature with many legs, turtle carcass and lion head, but can also be seen as a giant behemoth on D&D)

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Image

So IDk now, maybe it can turn into 2 standalone units...
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Re: The Veil - Concept.

Post by General Brave »

Whatever works the best it seems.
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Re: The Veil - Concept.

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So say once you do.
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Re: The Veil - Concept.

Post by Dagravian »

Idk, i was planning to make some edits to it and so it could be the 2 units... But some weird stuff happened to me these days (my new phone got robbed and my pc toasted beyond repair...) So right now i'm in no mood to work with anything for a while...
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Re: The Veil - Concept.

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Sad to hear, hopefully you recover from that.
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Re: The Veil - Concept.

Post by Dagravian »

Gladly, i had uploaded most of my stuff like 2 days b4 the toast, so all the work is safe, so things aren't that bad, but i will take more time to buy the stuff again
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Re: The Veil - Concept.

Post by Dagravian »

Not all, but some stuff i might have forgot to backup, i remember that i was finishing the inferno legion units, some from alchemist wokshop and some aog units...
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Re: The Veil - Concept.

Post by Dagravian »

Well, had 4 out 8 of the inferno legion troops backed up... Better than nothing.
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Re: The Veil - Concept.

Post by Tankhead »

What are those sizes again?
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Re: The Veil - Concept.

Post by Dagravian »

32x64.
But if you mean why they are big, simple, in fact, they are intended to be big, like 4 or 5 meters high + they are overmuscled (i think thats how you say ppl that is too much muscled shape).
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Re: The Veil - Concept.

Post by Tankhead »

Game wise im pretty sure they are the size of giants, which means these units will count as giants
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