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      Open Beta Information!   12/29/17

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MephistoRoss

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Everything posted by MephistoRoss

  1. Sandbox for Reinforcement learning

    Not 100% sure what you are asking, but you can make your own sandbox as a custom map. No Idea what you want to do with machine learning though.
  2. Card and upgrade collector tool

    Since everybody will start in Battlefore Reborn with just the starting cards and 0 upgrades, it will probably be the easiest way to gain the majority of the upgrades by playing PvE maps. Therefore, I made a tool in excel to help collecting cards and their upgrades. The idea is that you can insert all the cards you have and the upgrades you want (optional with a priority) in the tool and it will tell you which maps you will need to play. I added card information like edition, faction, type, tier, rarety, counter, size, power, swift/flying and the lootlist so you can easily sort and filter. Note that I inserted all data manual, so please let me know if you find a mistake. Screenshot 1: First tab 'Cards' Here is how it works: The columns that you need to insert yourself on the tab 'Cards' are: -Own: the amount of that card that you own, all cards that are owned will automatically become bold text. -Upgrades wanted: the upgrades (U1, U2 and U3) that you want for each card, dont include upgrades that you already got. Please note that you need to use "U1" "U2" and "U3" as the tool only will detect it that way. -Priority: the priority of the upgrades that you want (this is optional), you can decide yourself what kind of scale you want to maintain, the tool will work as long as you only use numbers. -(Price): the price of the card in the AH (this is an optional column that is not used in the rest of the tool), you can decide yourself if and how you want to use this. For example you can insert the last price you bought the card for or you can keep it updated with the current price of the card or insert the average lowest buyout price. On the tab 'Upgrades wanted per map' it will show you the amount of card upgrades per map you filled in with U1 U2 U3 on the 'cards' tab. I made two views for this, on the top list I split up each difficulty and on the bottom list it has all maps/difficulties as a total (see screenshot 2). If you sort on priority, it will give you the total priority you assigned for all cards of which the upgrades are on that map. If you didnt use the priority column on the first tab, than you can sort it on the Upgrades so you get the maps with the most upgrades that you want. I already marked all the starting cards as 'Owned' and I set some priorities as example (see screenshot 1). On the second tab you can see that Bad Harvest on standard has 10 upgrades of cards I marked with U1 in the 'Upgrades wanted' column on the first tab and those 10 upgrades have a total priority of 28 making it the highest priority. This means I should play Bad Harvest on standard first for getting the upgrades that I want. After earning the upgrades, I should of course remove the ones I got from the first tab so that the total priority is recalculated automatically. You should keep in mind that for using upgrade 2 or 3 you will need upgrade 1 of course, so I suggest you start with the standard maps. Screenshot 2: Second tab 'Upgrades wanted per map' I added some macros on the first tab (in the .xlsm file) to make searching for a card even easier and I added a couple buttons to clear the search, clear all filters and a default sorting method (by tier, faction, own) (see screenshot 1). But in case you dont want to use macros, I also added the normal .xlsx file (there is also a search option if you press the downward arrow for filtering). The file with macros has a minor bug though, when you filter on something the grey/white lines wont be alternately (different sortings works fine though). Normally I would assign the data as a table to fix this, but if I do that the macros will give errors because they reset the filters. Therefore I had to use conditional formatting based on even/odd row numbers. I will look into this later, but it is not a real problem though. If people find a tool like this usefull, it would be great if the Devs could make something in the distant future so you can easily extract the data of cards you own and upgrades you have from the website so you can just copy/paste it in this excel file (or even better if they could integrate this excel functions in the website). As a last note: the Amii edition upgrades are not possible to earn by playing PvE maps (you could only get them with tokens), it is uncertain if the Devs will change this. Also the following cards will need confirmation for U1: Twilight Creeper, Architect's Call, Northland Drake, Firesworn, Dying Breed, Cluster Explosion, Lost Converter, Revenant's Blessing, Lost Banestone, Lost Warlord, Sylvan Gate, Deathglider, Vileblood and Hatecaster. Please let me know what you think about this tool and if you have ideas to improve it or if you have got any questions. Upgrades_collector_v1.0.xlsm Upgrades_collector_v1.0.xlsx
  3. Card and upgrade collector tool

    Wait a minute, there were no starting cards shadow t1 or nature t2. The ones in the screenshot are all the starting cards (F2P decks). BTW, these are the starting cards of the old BF, Skylords Reborn may have other starting cards...
  4. Card and upgrade collector tool

    Are you sure you dont have any filters enabled?
  5. Open Beta Information

    Yes, there is a subforum to post bug reports. We Will also provide a template for posting a bug report.
  6. Battleforge and Resolution

    I guess it might be possible if you run BF in windowed mode and you spread the window over two screens. Havent tried it myself though. I reckon it will be really annonying to have your game split up right in the middle though.
  7. Battleforge and Resolution

    I have the same monitor and I can tell you that it doesnt only work in that resolution but it is really amazing to play Battleforge on a ultrawide screen! And as a extra present, you will also get a bigger field of view with that resolution.
  8. Future of Skylords Reborn and intro to Ardent Peak

    We are no longer part of Ardent Peak. Due to differences in interest and vision of the direction of the project, we have since parted on good terms from Ardent Peak and gone our own way. /Locked
  9. Skylords Reborn - Actual Progress

    Just a little announcement to avoid confusion: On https://dev.skylords.eu/ the progress page has been updated by @fiki574 with new progression bars so the development progress of the server rewrite in C++ can be followed in detail.
  10. Daily Card Discussion

    It is alsof usefull for (speedrunning) the map Mo to keep Mo alive when he attacks the bandit construct on his own.
  11. Daily Card Discussion

    I think that sums it up pretty well
  12. Hypothetically, what deck would you make if all cards were neutral? So each card would still require the same amount of orbs, just not bound to any color like the legendary cards (rogan, mo, jorne etc.), but in contrast to the legendary not limited to play only one each game. What deck would be OP, fun or just crazy? Pick your decks for both PvE and PvP. For PvE I would go for: T1: forsaken, frost mage, ice barrier, home soil, surge of light, ensaring roots, mine, life weaving T2: harvester, fire dancer, curse of oink, unholy power, resource booster, matter mastery (g) T3: shrine of war, ashbone pyro, frenetic assault (p) T4: batariel(r) unholy hero, regrowth For PvP I would go for something like this: T1: scavenger, forsaken, master archers, lightblade (p), Dryad (b), eruption, surge of light, ensnaring roots, life weaving T2: shadow mage, darkelf assasins, enforcer, lave field, disenchant(g), harvester, kobold trick, shrine of memory, curse of oink T3: timeless one, juggernaut
  13. I was thinking of making a custom map to play with this idea. I think it will be impossible though without changing the actual game, but maybe there is a way around this to work with the currect game mechanics. For example give each player all orbs x 4 at start somewhere outside of the gameplay area (so all cards will be playable and they cant be destroyed). Also add a script that will make you lose the game if you play a card with an orb requirement without having built the extra orb(s) for it (so you cant play t2/t3/t4 at start without having build the orbs for it). If someone has a better idea, please let me know. Any experienced custom map developer interested in making something like this (maybe by modifying an official pvp map)?
  14. C++

    All updates will be given on the Devplatform when there is something worth mentioning (there is a new post from today). There is no point in asking for more updates. https://dev.skylords.eu/ /closed
  15. Strongest PvP Deck?

    I once made a matrix with all PvP decks in which I rated all enemies from most easy to hardest (1-10) mostly based on the PvP deck overview by @RadicalX and @Hirooo: https://forum.skylords.eu/index.php?/topic/2486-battleforge-pvp-deck-overview-by-hirooo-radicalx /. I added up the sum of each deck score from all enemies (in the column Enemy score) to see which deck is the hardest to face for all decks. Of course what is missing in this calculation is the popularity factor, for example Pure shadow has the highest score because it has a good match against many decks, but most of those easy enemies are not widely played. Against popular decks like Lost souls, Pure fire and Fire Nature, Pure shadow has a lot more trouble.
  16. The devs are focussing fully on the game atm, so adding forum features is not on their priority list for now. But it is a nice idea for a later stage. Of course it is already possible to add a picture of a card to your post and place a link to the cardbase manually.
  17. Upgrade Finder

    Nice job. I made something similar but less graphical in Excel once (see post below). I also included an option to give weight (priority) to certain upgrades that you want more badly than others. I used this tool during the beta, but I found it really a pain to maintain it after collecting new upgrades / cards. To overcome this, it would be cool if the devs could make some kind of export feature on the server so that you could export all your cards, decks and upgrades and load it into the tool (or even integrate the tool to the game database).
  18. Upgrades distribution tweak

    I want to make a suggestion for tweaking the upgrade distribution of multiplayer PvE maps (not Battlegrounds) after winning a game. The thing that I hated in the old Battleforge when you were trying to collect certain upgrades in multiplayer maps is when the upgrades were set to "assign" by the match maker and after the game he quickly assigns all upgrades to himself and leaves the group, leaving the rest empty handed. And even when you encountered a match makers who wasnt that lame, you still had to be lucky that the upgrade you already played ten other games for and it finally drops, it wasnt given to a different player who was also looking for it. Because of this strugle to gain certain upgrades, most players didnt even bother anymore to gain upgrades by playing normal PvE maps and they just played Battlegrounds. Therefore, I would like to change the upgrade distribution function a bit. My preferable option is to skip the assign/random/need&greed options and just hand out all four upgrades to all players (who didnt drop out the game early). This would also speed up gathering upgrades a bit, but not that it would drastically change or be much faster than gaining specific upgrades through Battlegrounds. Also if people think this would be earning upgrades too fast, maybe only three or two upgrades should be earned at every game (by every player). Another option could be to disable the assign function and just always let the server decide by random or need&greed. Or the assingn function could be modified so the matchmaker could only take 1 upgrade himself in 4 and 12 player maps and max 2 upgrades in 2 player maps. But as I said, I prefer my first option so everyone gets all upgrades that are dropped. It might also even be easier for the Devs to implement it this way as they wont need to build all those distribution modes, but just one function. Please let me know what you guys think about this suggestion and if you maybe have some alternatives or tweaks to this idea.
  19. Moon or Virydia?

    Neither, Virydia is too crazy and Moon is always nagging 'do this', 'dont do that' while I am playing a game. So I would like to throw in some more options:
  20. Proposal: Locked, Composed Decks

    @Eirias I really dont like the 'random' part of your proposal. Players should be tempted to go out of their comfort zone, never forced! For example if you get a bandit deck and I get a stonekin deck and we play together, I might be able to win because of the decks we have, while your skill is still a lot higher. So you will still blame your losing on the fact that you dont have your favorite deck. Therefor people will be tempted to make a couple accounts (so they always can play with the a deck they like) or they wont play ranked pvp for the rest of the two weeks until they have a deck they like. Also for new players it will be hard to master a certain playstyle if they are forced to change deck every two weeks. If you dont mind that people will multi-account to solve this problem for themselves, than why not allow it in one account? This could be done with giving access to all different decks or that the player can select one deck on the website that he will get (and make a new/same selection every x day(s)). Having 2 or 3 random decks (like @Tam Hawkins suggested) mitigates the 'random' problem since it at least gives the player a choice and therefor it is also an option, but it still wont let someone master a certain faction he likes to play. I agree that having just 10 static decks could be a problem for the meta (even if you would only get one random deck). So I agree that there should be a couple varariations of each faction. Therefor I prefer the option to choose the deck that you get on the website (with the option to change it every x day(s)), because than you could choose out of a couple pre-made decks for each faction. But there shouldnt be too many variations to choose from so people will be still tempted to collect and build their own decks to make different variations.
  21. Removing Upgrade System from PVP

    Well there are more factions than those 4 and a deck with just commons and uncommons will still miss the most important cards for pvp.
  22. Removing Upgrade System from PVP

    @Eirias why only 1 deck that is replaced every 2 weeks? Why not make a locked deck for each faction that everyone always has?
  23. Map editor tutorials

    Here are map editor tutorials posted on Youtube: Kaldrax: BattleForge Map Creation 1: Heightmap: https://www.youtube.com/watch?v=oPdnZSvq6JQ BattleForge Map Creation 2: Cliffs, Water & Textures: https://www.youtube.com/watch?v=Bzo8m4CbNnM BattleForge Map Creation 3: Orbs & Wells, Map Settings: https://www.youtube.com/watch?v=T73FOPnJ_MA BattleForge Map Creation 4: Decoration: https://www.youtube.com/watch?v=dBy7zmIV6f0 BattleForge Map Creation 5: Finalizing the Map: https://www.youtube.com/watch?v=7BaKgHax2OA BattleForge RandomMap Generator Tutorial: https://www.youtube.com/watch?v=r6dMmgOKqiU Creating a BF PvE Map Part 1: https://www.youtube.com/watch?v=hDfN9EVdgoA Creating a BF PvE Map Part 2: https://www.youtube.com/watch?v=KXIyOtM4rQs Creating a BF PvE Map Part 3: https://www.youtube.com/watch?v=dNqLVtzePGo Tate Macmillan: Omelie's Battleforge tutorials - 1 (How to make cliffs and How to make ramps): https://www.youtube.com/watch?v=z3Nz5qkEtXs 2nd - Omelie's Battleforge tutorials (How to make water areas and How to texture water): https://www.youtube.com/watch?v=7jVnPQVyQBk 3rd - Omelie's Battleforge tutorials (How to get texture sets, How to add textures to a map and Adding Textures under water layers): https://www.youtube.com/watch?v=pQnNQskdnGI 4th - Omelie's Battleforge tutorials (Placing objects/units/etc., Setting teams and players inside the editor, Starting points and Orbs/wells): https://www.youtube.com/watch?v=k7kOJ-QK8Ms 5th - Omelie's Battleforge tutorials (Experimental minimap creator and File structure): https://www.youtube.com/watch?v=FRzA5C4SD1c 6th - Omelie's Battleforge tutorials (Basic scripting structures, Basics on scripting syntax and Basic scripting examples): https://www.youtube.com/watch?v=MnTu91Tfe9A https://www.youtube.com/watch?v=aCwplAG_3sY 7th - Omelie's Battleforge tutorials (Basics of spawn script, Conditions, Actions and Examples in all structures (OnEvent, OnOneTimeEvent, OnIntervalEvent, OnToggleEvent)): https://www.youtube.com/watch?v=D5E4Noc01dQ https://www.youtube.com/watch?v=77Fg4VlRXSU kevero14: Battleforge map editing - Attach cliffs automatically: https://www.youtube.com/watch?v=59Jqx7IaXYk Battleforge map editing - Create cliffs manually: https://www.youtube.com/watch?v=Wuor1POwkLI ---------------------------------------------- Menchrese: How to get the Map editor working: http://forum.bfreborn.com/index.php?/topic/1064-map-editor-activation-guide/
  24. All-time fastest speedrun rankings

    On the old forum I kept track of the fastest speedrun times for each map over the last year of Battleforge (from April 2013 to the end). Once Skylords Reborn starts I will keep track of the new records. All-time speedrun rankings: 1-Player Maps: Behind Enemy Lines: 12:28.9 MephistoRoss Ocober 2013 Defending Hope: 20:35.5 Many players Encounters w. Twilight: 12:45.7 Wilkolak May 2013 Mo: 11:29.8 ducarev May 2013 Ocean: 16:06.1 Pritstift May 2013 Oracle: 18:27.4 Pritstift April 2013 Siege of Hope: 21:56.5 Many Players The Soultree: 09:42.1 Wolfierce May 2013 The Treasure Fleet: 15:25.3 MephistoRoss October 2013 2-Player Maps: Convoy: 05:52.9 alexxserg + qmgtv July 2013 Crusade: 09:41.2 Many players Nightmare Shard: 09:14.8 Dannyyx + ducarev August 2013 Nightmare End: 19:48.4 Dannyyx + ducarev August 2013 Slave Master: 11:47.5 Pritstift + Treim July 2013 Sunbridge: 10:10.3 Dannyyx + ducarev July 2013 The Insane God: 05:45.1 alexxserg + qmgtv July 2013 4-Player Maps: Bad Harvest: 02:54.4 Dannyyx + ducarev + MephistoRoss + SylarXXI August 2013 Blight: 14:10.3 Dannyyx + ducarev + lubli + MaranV August 2013 Empire: 13:45.1 ahha + alexxserg + ducarev + qmgtv July 2013 King of the Giants: 07:49.3 BLU3FIRE + Dannyyx + ducarev + MephistoRoss July 2013 Raven's End: 17:58.0 DieToPlay + itsmeSERG + MephistoRoss + Pritstift October 2013 The Dwarven Riddle: 06:19.3 alexxserg + Dannyyx + ducarev + vSKORPIONv April 2013 The Guns of Lyr: 06:48.7 Dannyyx + itsmeSERG + murbund + MephistoRoss October 2013 Titans: 16:07.6 Many Players 12-Player Maps: Ascension: 19.13.3 ahha + alexxserg + BattlemageII + Dannyyx + ducarev + Earlygirl + IAmNoDude + IndeedPepe + Naturee + smookes + vSKORPIONv + XxBlueFirexX April 2013 Passage to Darkness 06:19.6 BLU3FIR3 + Dannyyx + DeSaDmAnWalkin + detyman + DEUTSCHLANDd + MephistoRoss + Pritstift + SkillBr4in + Stephanxy + Treim + XxLordSafixX + Zack404 June 2013 Battlegrounds (note that this map is different each month): 1 Player: 16:24.4 Treim May 2013 2 Player: 16:31.6 Pritstift + Treim April 2013 4 Player: 12:46.0 BLU3FIR3 + DerNewYork + Pritstift + Treim May 2013 Here are several speedrun replays on youtube: http://forum.bfreborn.com/index.php?/topic/557-speedrun-links/
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