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Everything posted by Ultralord
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Nice a resin 3d printer š for game models thats the best! Print from last Weekend: Comet Catcher Comet Catcher.obj
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Skylords Battleship Kahoot Quiz - 12 June 2022 16:00 CEST
Ultralord replied to Dallarian's topic in Events and Tournaments
The god of the battleship has heard your prayers of an awesome quiz -
Since @xsissel joined the āBF-3D-Printing-Peoplesā I wanted jo share some pictures of my Juggernaut (which is acutely the Incredible Mo Statue) I posted them on discord, but if you are new to this stuff, I think you would start by looking in the forum and not the discord. (At least for me the discord search isā¦ āinterestingā) First I placed the statue lower than the print bed so I will have a free standing Juggernaut After alot of support removing it looked like this: This time i wanted to try painting it so we stared with the evil cousin if the wight Juggernaut -> the āBlack Juggernautā Last layer was the Juggernaut colors ā but im not a big fan fine work like this *.OBJ File is attached ā happy printing MFG Ultralord building_legendary_statue_module1_s0.obj
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This is so awesome!!!
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THX so much, that helps me a lot. Helping to fix the Cardbase sounds interesting, but I think you will need someone with more Web-Dev-experience then me š
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@Kubik Do you think you can share the rust code of your Deckbuilder / image loader that you posted? Currently i play around with PHP Replay Parser from @dreaddy. Besides some minder bugs, the passer requests cards from Cardebase as well as the image: https://cardbase.skylords.eu/Cards/GetCards https://cardbase.skylords.eu/lrms/GetMediaData?id=5f3324a3c6ee954ccfe9bebf Switching to the API is not the problem, but getting the Image from the Wiki looks like a lot of workā¦
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My first thought was ānight guard is to OP on this mapā but thatās just the easy solution for a hard map. You can win the map without shadow, it just takes more time because you need a solid army of T1 units to get your T2. (Or spell support) So most players just dance for like 15 min between top and bottom slope to catch the cultists and than go for a push. My first idea was to nerf the T2/3 camps, but this is an expert map so -> no Maybe nerf the camps and as soon a one is destroyed, the other one will get reenforced so that you āhave toā build your T2 to clear the T3 camp. Would make one side easer to defend against the cultist and you have one multitasking problem less. -> Not sure if this is just changing the problem and not fixing it The second think I noticed in my games: After I got T3 I do the same as at T1ā¦ I camp at my T2/3 Base against the cultists and build a crazy big T3 army (Iām not using Amii) Maybe its just me playing bad/using the wrong cards, but often I need multiple attack runs till I cleared the top left base. I donāt want to say āchange thisā just want to throw it in to the discussion. Maybe other players have similar experience. (and I do think that the balancing team should give the night guard an inspection)
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Maybe it makes sense to extend the API which @fiki574 provieded a while ago. If the API would have "all" information for a card and reads that information form the liver Server/DB we would have a alwayse Up-to-date CardBase. (Maybe even the textes / translations) At the moment in dont think the information would help you: https://hub.backend.skylords.eu/api/auctions/cards?id=1561
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NAME: Replay starts playing when you open the Options menu DESCRIPTION: If you watch a replay and press ESC the replay pause, but when you then switch to the Options menu the game startes continuous REPRODUCIBILITY: 1. Start Replay 2. Press ESC 3. Go to Options Menu ADDITIONAL INFORMATION: Im not sure if this is a bug or "as designed" MFG Ultralord
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I was checking out the Wallpapers from the Community Update #18. AND DAMM, THEY ARE AWESOME! I made a slightly animated version of the Crusader Wallpaper. Here is the Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2759994387 BF1.mp4 PS: @SLR Team, I donāt have the rights to the image, so if you donāt want it shared, let me know and I will take it out of the Workshop.
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All of this is so awesome! I love the Winter Forge. Thx for another super Update of the project and a warm welcome to Runeseeker.
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Name: Scrolling bug in Upgrade Tap Desc: When you use the search for upgrades it can happen that you are not at the top of the list but cant scroll up to see the upgrades (See pic) Reproduc: In my case: 1. I searched for āskyā (I have 2x Skyelf Commanders, 3x Skyelf Sage and 3x Skyfire Drage) 2. When IĀ“m at the top of the list and add the āFā so the search is āSkyfā all is fine. 3. But when I scroll down, before entering the F, the upgrades are out side of the list and I canĀ“t scroll upwards to see them When scrolled up: When scrolled down: MFG Ultralord
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Old thread but with the new filter system you can now do it your self. My daily used filters: upgrade=1&charges<1&copies>1 upgrade=2&charges<2&copies>1 upgrade=3&charges<3&copies>1 --> That are cards which i can apply a charges upgrade upgrade=3&copies>1 upgrade=2&copies>2 upgrade=1&copies>3 upgrade=0&copies>4 --> That are cards which i can sell / reforge (i keep the cards i will need up upgrade the charges to max)
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CCC #1 - Hunt down the stragglers! - UNTIL 26.12.2021
Ultralord replied to Kapo's topic in Events and Tournaments
Yeah thx Kapo And what a clean run of arabikka. -
They said I should not play mine in my PvP deck, but soon I will be able to play a deck with two mine cards
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This is so cool! - Promos - New Cards - New Voice lines Thx for the great update on the project
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As mentioned bevor: Why not make all Crystal-guy visual matching to their crystal. So the guardians of the blue crystal gets blue aura, etc. (Could be the effect like in Convoy)
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I totaly agree with WindHunter. I only had the fix of the last wave in mind (#1), but the T2/T3 "steal" (#1) is also a thing. I had a lot of runs ānormalā runs where one player was going for a speed run strategy and took the T3 of the defending player. Which is not very nice, especial if you didnāt have a good T2 to deal with the rest of the map till you get your T3 at the T4 Positionā¦ Moving the units would fix the swift trick, but I think player would just change the tactic a bit. Like get your normal T2 and then go for that orb with better unit. --> Still, should be fixed in my opinion
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I think all the proposed changes are awesome. About the position 3 think: On pos 4 we see most of the time Night Guard action and/or the blocking of Jorne. If blocking will be āfixedā, I think pos 4 becomes the hardest position. So the changes of pos 3 should support pos 4. (The same as Pos 2 could help pos 1 or the other way) I had 4 ideas of support. Of course, balancing them would not be easy. On Std. pos 4 need no support at all and on Exp. to match support would make the map too easy for highest difficulty: 1. Let the Tunnel crash: So as soon Rogan is out of the tunnel, the timer starts till Jorne spawns (I think 2 min). What about to use an Amii device (aka ) to destroy the tunnel entrance, so Jorne needs 1 min longer to spawn. That would also help Pos 1 and 2. Should be the first support device to reach, because as soon as Jorne spawned, it would make a difference. (RED-A) 2. Blocking Path for Jorne: Activating something that prevents Jorne from walking the normal/direct way, so he has to walk the upper way (T2 Base of pos 4) - Activating an Amii gate - Placing a āsuper mineā - making a canyon/gap in the ground after an earthquake - Build up the wall again but this time out of āmagic materialā Stupid ideas but you get the idea š. Same here if he already past that point, it doesnāt make a difference in the rest of the run (BLUE-B) 3. Slow down Jorne: Using a device thatās slows down Jorne ā donāt stop him (because he is crazy strong) but reduce his walking speed. Could be a root effect on the ground, wind blowing in his face, an ice blizzard. Depending on the placent it could also be to late to change something. (PINK&ORANGE-C) 4. Buff Rogan: Could be something easy like a one time heal or a life weaving so he donāt die so fast if Jorne catches up. (Could be placed everywhere) 4.5 and/or buff Jorne Also, if Jorne can die in the future, you canĀ“t just wait till everyone is ready to hit the boss. As soon Jorne reach Branoc the time is ticking till he dies and you loos the map. So maybe we would not need support for Rogan in the further, rather support for Jorne? But that would be pretty hard changes for the map, which maybe not needed at all as long we find something other interesting to do for pos 3
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Yeah, i can took like 5 to 20 min till you have 12 players. If we make it to hard, it could take even longer. But a bis is ok š
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Point 2,3 and 4 Sounds good. I agree that the expert difficultly is too hard or to slow till you have a good army that can win the T2-Base-Fight. Normally I clear the T2 bases with joined forced with my teammate else it would take forever. As soon as you hit T2, the maps swaps form ātoo hardā to āhard/okā. Itās still an expert map so you should be challenged. So removing some units from the T2 camps would help a lot. (Point 3 and 4 of curse to)
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About the difficulty, I would say its OK. In some cases, a bit too easy - but always depends on you team. Currently there is no reason to clear the shrine and then hold the node which you have unlocked. (as Moon is telling you) What I mean, in most run we are clearing (alone or together) all shrines and then go for the nodes with T4 wait 5 sec and then go for the end phase. I was thinking if that is how the map is āsupposedā to be played or if the players should activate the node and hold itā¦ If holding is the way to go, it had to be attractive to do. - Give you something if you do. (energy / a buff / etc.) - Make it harder if you donāt (Enemy use the not to spawn attack waves) Personal I would make it hard š But thatās only how I play the maps, maybe other players to it in another way.
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About timer and ābetterā artifacts -> sound good. About the Midwinterā¦ wellā¦. I also see not much use in getting the unit. Its slow, spawns to late, and has no impact if you have T4 units (and in most cases a lot of them) Even if we could spawn the units earlier and make it faster, I donāt think it will change a lotā¦ A rework of the map could work, but would take a lot of recourses/time. But just an idea while we at it: Change the Midwinter from an optional task to a mandatory task. 1. So we move the Midwinter-spawning-switch to position āAā The left team is most of the time faster then the right side, so they could take care of the camp + switch, while the right team clear the T4 base. 2. The Midwinter would then fly into the map from the left side āCā (not spawn randomly in the middle of the maps like she has been teleported by QueekQueek) Her task: Destroy a āAMII-SWITCH-THINGā near the gate āB1ā to open the gate āB2ā Only after that Rogan and players can pass walk to the end of the map. 3. Midwinter could also spawn units, so the players could support her with spells. As I said, just an idea IF the SK-Team go for a map rework. (there are much likely more important tasks at hand, then rework a working map š ) IĀ“m not sure if this has already been discussed, but ānether warping through a closed gateā? I would say thatās a bug/not intended by the developerā¦ If there is ground present on the others side, ok. But just by clicking close enough shouldnāt be a thingā¦
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I also think this is one of the hardest maps (on expert) The thing is: not only you have to have a good run in clearing 3 Caps + in time + in a row But also your 3 Teammates. You can try to give spell support but often this could mean you would not clear your camp in time. And if you donāt clear you camp in time, its almost game over. Often you canāt switch that fast from your attack army to a defensive position. (all power is in the void pool) And even if you can switch that fast, I see no chance that you can clear the next camp in time I never tried a full defense tactic but its maybe even harder than the attack rout. I think a boost of energy would help a lot. We could add more energy at the start (maybe as void and reduce the start wells) So you have ~1 Unit/Spell more to clear the camp or help your mates. I also like the idea of @JarodDempsey to get the energy ball roiling
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I like the idea of a faster spawning last wave. For speed runners - super nice But I was also thinking the other way: If you play the map with newer players and they decide to go from top to bottom, the will have there main army at the end of the map, when on the other side spawns a big army. So maybe It would be nice to have a bit time between last camp clear and last wave spawn. (or add a switch to skip the countdown) Also, it would be a more interesting defense at the top if there were a bigger variance of units. What I mean (Exp): Wall 1 = archers, Wall 2 = bugs (I think), Wall 3 = flying units, Wall 4 = Slavers (I think) Could also help against the easy block Cocofang mentions. At least at the top. Having a special boss sounds nice, but as you already realized ā itās a on time thing for every player. (Spending time for something which is only visit once vs spending time on something which is used in every run) Maybe give the boss a ābigā gold chestā¦