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Mynoduesp

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Posts posted by Mynoduesp

  1. 53 minutes ago, dreaddy said:

    Could it be the ID for Fire Sphere is wrong? It is 1664 but was 729 in the past. It also has a 22 ID gap at the end of the list.

    Fire Sphere got a new ID to prevent interference in PvE maps (original devs put card IDs in there... Yeah I know, pretty stupid). 

    I'm looking for the info the devs gave, it might have happend just on the discord, which wouldn't be nice. 

    @dreaddy found it

     

    And then on the wiki:

     

    Screenshot_20210122-155425.jpg

    Not sure about the ID gap thougt. That question can maybe be answeted by a dev

  2. So what is your suggestion?

     

    1. An automatic macro which activates the SoW for you? 

    My thought on this: No. 

    Battleforge is a RTS and not a simulation. You want an effect? Activate it manually. 

     

    2. A permanent effect of SoW, then you're talking about a balance change.

    My thoughts on this: There are only few permanent active global buffs and making SoW (a very powerfull global effect) permanent is bold. There would be concequences for the activation cost, power & orb requirement and innitial cooldown. At that point it would basically be a new card, which is fine to propose. 

  3. 1 hour ago, WatcherOfSky said:

    I'm on the same page, though slow construction does make sense for such a card. It could be another idea to add 25 more power to the toggle abilities too. I don't play pvp yet so I wasn't completely sure this wouldn't be busted or no, but just building t2 is almost the same cost, so idk how far synergy in t1 can bring someone vs a t2.

    It would probably be more "balanced" if you werent able to revert your choice (unlike amii monument and your current concept). 

    By the way, the legendary ruleset was changed, Every team can spawn their own legendary copy of one specific card (before it was one per map).

  4. I feel like ppl are missing that this card concept already comes with a 100 energy bound power penalty compared to 150 for t2.

    I guess "Slowed construction" would be necessary (like amii monument) for it to be less of a surprise play, but otherwise 100 bound power + 25 activation cost is nothing to sneez at. 

  5. I'm not really interested in the replay function, but the data gathering - especially PvP. If someone does this browser-based, please track map and deckcolour depending data. Else we don't have real data to work with for any numbers adjustment for balancing. We pretty much rely on player knowledge. :D

     

    Thx for the tool ^^

  6. Concept is good, implementation probably currently not possible. 

    The same concept exist as a T4 card. Basically another cheap Amii Monument which allows you to have access to 5 different orbs. That one is feasible, pretty sure yours is unfortunately not. (If this concept of a card would allow you to lose a monument and still add an orb is a qzestion for another time). 

  7. Just a couple of questions...

    Does this apply to just one or both affinities?

    What is "nearly 0 damage"? Did the damage split up between multiple squads (splash damage)? 

    Where did you encounter this 'bug'? What was the scenario? Were you surrounded by squads or was there just one? 

  8. Due to popular request, here's a short tutorial on how to disable the autojoin chat funciton in Battlefoge:

    If you follow the steps you'll be able to disable or enable the autojoin function for every chat individually and don't have to type "/leave XY" every time you start up Battlefoge.

     

    1. Open your Battlefoge folder and search for the file config.json

    image.thumb.png.923d4cfed4aff1f687d9f9e2a4dca146.png

     

    2. Open the config.json file with an editor

    Unbenannt.png.94fec9794c938f4dd72d5100f77ed967.png

     

    3. Add or edit the highlighted part below.

    To disable the autojoin funciton (does not join chat on startup) replace true with false on the corresponding line.
    To enable the autojoin function (automaticly joins chat on startup) replace false with true on the corresponding line.

      "chat": {
        "autojoinbeginner": true,
        "autojoinlfg": true,
        "autojoinstrategy": true,
        "autojointrade": true,
        "fontsize": 0
      },

    image.png.d78ea3931c1a351edfd0d7aded0d57e8.png

     

    4. Save config.json

    image.png.f0e79ee558274ef5c996e3ac21e5d9f3.png

     

    5. Start-up Battleforge and enjoy your new settings

    If you have difficulties reply to this thread or directly msg me on the forum.

     

    Additional information:

    Check out other chat functions ingame by clicking on the speakbouble in the bottom left corner of the chat window.

    image.png.c2b0193e768d3bce16bc2ff85fb731c1.png

    image.png

  9. 9 minutes ago, Razeroc said:

    REPRODUCIBILITY: use 2 units with idle animations and let them attack the same target. They are gonna desync 100%. Use 2 units without idle animations between attacks, and they will never desync.

    Just for clarification, this only occures when you attack a target with multiple units of the same ID selected and not when you attack with them individually? 

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