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03-21-2004, 12:41 PM#31
Cyberatog
EDIT: WOOPS! Already said! Well, heres something else:

Some animations are kinda goofy. Especially many of the Dwellers and the Balrog and Arch demon. The swampling voice is very annoying. :\
03-21-2004, 03:35 PM#32
Arriba!
I feel Choas need some sort of change... perhaps all units should be built from the Pit and all other buildings are just the tech and upgrades (like larvae in SC).

I think they need a new troop production building what eva happens... its too crowded at the moment. Don't like the feel of it.

Hellhounds and choas warriors need to be made a bit more complex. This goes for alot of units actually. In wc3, there is not ONE combat unit that doesn't have something you can research for it.. be it abilities or an upgrade. I know hellhounds have canabilise, but I've strangely, never found where to research it from... maybe because my games end up going too fast. I still feel they could use something else though.

The Pit needxs its costs changed - the lumber cost is far too high and the vicious circle is that you need the pit to get more than 1 lumber worker. At the start of the ganme what happens is I build my Pit.. then wait ages toi get enough lumber to build my altar or a refinery. Lowering the lumber cost by 100 would not be drastic: you could start work on your altar and the lumber for a refinery would come soon.

Salmans are interesting (switching to dwellers here). They can't be rushed due to the high lumber cost of thier refuge and the archery range. and yet, they are still inferior to rangers at tier one. However, they become much more useful later on with their various upgrades (though it is still debatable whether dual shot for ranger is better). I think that, if the current costs for the refuge and the archery range are to be kept the same, they need some sort of boost at first tier, but thier later upgrades are less effective so they remain at the same power later on. It wouldn't be too drastic to lower the refugee's lumber cost by 50 and boosting the salman in this way either. That way they become a valid 1st tier troop, not a sub-1st tier power troop on tier 1.5. Dwellers need to be sorted out in some way - just compare them with elves. Pixie > swampling in every way. (at first tier) rangers > salman in every way. Wood elves also come by lumber alot easier... which brings me on to my next point.

I think that everything about redwood trees should be halved: cost lumber produce and all... except the build time which should only be reduced by 0.75. This is so you have to build more of them and, whilst in the early game, Elves dont have a clear advantage as they build 1 redwood and all thier lumber worries are gone, whilst every other race struggles with lumber at the start. THis contributes to the fact that wood elves > all

I think it may have been mentioned, but fire hawks > every other unit in the game. FThier fire attack needs to be more reduced... more of a secondary attack rather than a primary, like the gyrocopter bombs. Gyrobombs do near nothing, and hawk fire should do that too. its just so easy to get 36 hawks with light feathers and fire upgrades, sneak em round the back and hurn everything before anyone can react. And even when they do react, they have this nasty tendency to blow everything into dust. And if they die, so what? They'll have probably wasted almost an entire army of 70+ food before they go. They can be built at lightening speeds and cost 1 food.

Hotkeys NEED to be sorted out. Imps/Beasts for choas would be a brilliant combo that would be fun... if they weren't so hard to use because nearly every single one of thier spell hotkeys don't work!!! There are other units suffering from this too.

Also, I think there are a couple of spells that need some method of autocast. Imps first spell (can't remember the name.... they all have hard ones) in particular, so it does at least something while your off micromanaging your hero or whatever

Trolls seem to be the most unpopular race atm...and why shouldn't they be, almost all of thier units are completely bland. In particular, Ice Trolls need something interesting desperately. Sumos and braincrushers both fulfil the same function really and need something to change about them. Axethrowers need some sort of ability to make them a bit spicier. Trolls are dull at the moment and need a little bit of a rethink. Personally, I think trolls are the coolest things to grace our world, so its not the very rracil concept, its just the individuals.

Now for comments (compliments)..

Snotling submergers: Fun idea, love em to bits. Th submerging gives them a tactical advantage that, whilst mybe not put to use in the field often, at least gives the unit a fun feel to it, something other troll units need (as well as a stonger sense of purpose).

Swamplings: Might be crap in the field, but I love the model - the reason I'm a dweller player, despite them being crap. Good work. Same goes for Salman to a certain extent, but nothing will ever conquer my horde of lings!

Catamaran: Another cool model

Imps: Brilliant idea. Love them in general.

Beholder: Please use more cool NWN models (some race might find a manticore fun)! Beholder is my favourite hero in the game.

Hawks: I like the abilities, even I I think they break the game as a unit.

Fairy Enchantress: THough it might not be a worldbeater AoE spell, I love the magic missile graphics and sound effects.

Stat Bonus ability: I wish this was in normal wc3 as standard (Partiularly for the lich)

Possible feature suggestion:

Market suggestion mentioned above: Love it. But each race needs a market with an individual economic power as well.

Elite Units: To make it a little more different from normal wc3, how about you keep a custom value on each unit that goes up by one each time it kills somebody. When it reaches 10 or something, the unit becomes veteran and gains an ability that you can see on it that states that the unit is a veteran as well as giving a general stat boost. A further 10 killed by a veteran unit could make it elite, gaining bigger stat boosts as well as a hero glow attachment.. it could be cool for each elite unit to have its individual elite ability... though all of this is just an idea and I'm not demanding you put it in (the game needs to be balanced quickly) but just giving you food for thought.

So to sum up:

The game is uber cool and I prefer the general unit concepts to the original WC3 (except the troll ones)

But...

Every unit needs to be further developed with upgrades and its own unique sense of purpose.

Hotkeys need to be sorted out (if you ask me to, I will go and pick out every single broken hotkey for you in a list)

Balancing needs to be sorted out

The game needs to be advertised better to get more players.

We need online multiplayer ability!

----------------

At the moment, I think TToR needs to be advertised to be more widely played... maybe posting on other forums apart from wc3campaigns (I feel alot of wc3 campaigns has ignored it too though - maybe you could convince somebody to put you on the featured mods list instead of one of the near empty forums that are there right now).

But at the moment, with the balancing problems, I don't think we could hold enough of a competitive gaming audience if they actually tried it, so I';m kinda thankful that it isn't such a well known mod for now... I think this version needs to be treated as an open beta rather than the finished product.

Well I've rambled on for long enough. Here's to hoping you fix fire hawks!

Arriba
03-21-2004, 04:10 PM#33
RightField
Ok, I'll get Dre on this. We're currently working on a new patch which will fix many issues. Please list all hotkey bugs seeing as it would be easier to sort out that way. Thanks for all the info though. I like long reads :) Anyway there is online multiplayer support already! TToR works on battle.net! Check the FAQ in the info section for more info on that. Also remember that this mod is pretty new, so it'll take a bit time before it spreads.
03-21-2004, 07:29 PM#34
Arriba!
Quote:
Originally Posted by RightField
Ok, I'll get Dre on this. We're currently working on a new patch which will fix many issues. Please list all hotkey bugs seeing as it would be easier to sort out that way. Thanks for all the info though. I like long reads :) Anyway there is online multiplayer support already! TToR works on battle.net! Check the FAQ in the info section for more info on that. Also remember that this mod is pretty new, so it'll take a bit time before it spreads.

Woohoo! Love u bnet!

Okay I'm getting through the hotkey stuff. Heres woodelves:

Craftsman:
Build - Hall of battle
Build - Shipyard (doesn't have a hotkey (w will suffice))

Settlement
Improved mining

Hall of Battle
Trishot

Azunai Warrioress
Learn - C. Companion
Active - C. Companion

Inquisitrix
Retribution
Mindravel

Caravan
Pot of heal
Pot of mana

Lady of the woods
Earthbind

Altar
Pixie Enchantress
Elf Sharpshooter
Druid of the north

Den of enchantment
Hedgewizard
Godslayer (same key as hedgewizard training

Redwood
Studded leather (same key as arrow upgrades)

North Druid
Learn - Natures call
Learn Natures - blessing
Active - Spore cloud
Active - Natures Call

Sharp Shooter

Learn - Strafe
Active- Point blank (overrides the learn hero ability with "o" as hot key)
Strafe has the same hotkey as freezing arrow

Snotling
Build - Shipyard

Uruk Lair
Snotlin economy - Ensnare have same key

Lumbermill
Melee upgrades have various hotkeys - need to be uniform + Braincrusher overrides something

Weed hut
Voodoo training has same hotkey as shaman (s)

Big Rock
Sumo smasher has same hotkey as smash

Ice Hut
Schlee's fury has same hotkey as cold skin

S-Mart
Snotling bomber has same key as scroll of speed

Shipyard
Ship forticifications has the same key as snot submerger

Voodoo Priest
Spy Skink

Warmonger
Learn - crippling blow
Learn - Tough Skin
Learn - Axe hurl
Active - Axe hurl

Ice Priest
Learn - Frostwolf
Learn - cold Beam
Learn - Ability Bonus

Assassain

Learn - dissappear
Learn - Backstab
learn - bonus attribute
active - disappear

Thats it for now, wanna take a quik break for an hour to play a few games. Note that these have varying degrees of accuracy in the notation.

What I mean by that is some of the one which just give a name are overrides and some just dont have a key... You'll need to be careful and diligent, looking at the hotkeys for all the ability's before you reassign.

I realise I could have saved you time by giving you a new hotkey... I'll be doing that for the other two races.
03-22-2004, 03:25 AM#35
toochaos
9im getting an error when i play (when i load ttor i get tft backround i have done ttor.bat) it comes up and i dont know if it is actually loading ttor but the error is

fatal error!

program: c:\program files\warcraft iii\war3.exe
exeption: 0xc0000005(acces_violation) at 0018:6f042889

the instruction at '0x6f042889' referance memory at '0x00000034'
the memort could not be ' read'

plz help i realy want to play this game
03-22-2004, 11:31 AM#36
Matte_c
Quote:
Originally Posted by toochaos
9im getting an error when i play (when i load ttor i get tft backround i have done ttor.bat) it comes up and i dont know if it is actually loading ttor but the error is

fatal error!

program: c:\program files\warcraft iii\war3.exe
exeption: 0xc0000005(acces_violation) at 0018:6f042889

the instruction at '0x6f042889' referance memory at '0x00000034'
the memort could not be ' read'

plz help i realy want to play this game

You have puted all the files in the zip into you wc3 root folder and you have the 1.14b patch installed, right?
If you havn't, do so..
Otherwise try to rename the war3patch.mpq original file (that is about 11 mb) to war3patch.mpq.tft and the war3patch.mpq.ttor (114 mb) to war3patch.mpq. (in your wc3 folder) and then run the tales of raviganion.exe
03-22-2004, 03:12 PM#37
Dre
Quote:
Originally Posted by Arriba!
Woohoo! Love u bnet!

Okay I'm getting through the hotkey stuff. Heres woodelves:

Craftsman:
Build - Hall of battle
Build - Shipyard (doesn't have a hotkey (w will suffice))

Settlement
Improved mining

Hall of Battle
Trishot

Azunai Warrioress
Learn - C. Companion
Active - C. Companion

Inquisitrix
Retribution
Mindravel

Caravan
Pot of heal
Pot of mana

Lady of the woods
Earthbind

Altar
Pixie Enchantress
Elf Sharpshooter
Druid of the north

Den of enchantment
Hedgewizard
Godslayer (same key as hedgewizard training

Redwood
Studded leather (same key as arrow upgrades)

North Druid
Learn - Natures call
Learn Natures - blessing
Active - Spore cloud
Active - Natures Call

Sharp Shooter

Learn - Strafe
Active- Point blank (overrides the learn hero ability with "o" as hot key)
Strafe has the same hotkey as freezing arrow

Snotling
Build - Shipyard

Uruk Lair
Snotlin economy - Ensnare have same key

Lumbermill
Melee upgrades have various hotkeys - need to be uniform + Braincrusher overrides something

Weed hut
Voodoo training has same hotkey as shaman (s)

Big Rock
Sumo smasher has same hotkey as smash

Ice Hut
Schlee's fury has same hotkey as cold skin

S-Mart
Snotling bomber has same key as scroll of speed

Shipyard
Ship forticifications has the same key as snot submerger

Voodoo Priest
Spy Skink

Warmonger
Learn - crippling blow
Learn - Tough Skin
Learn - Axe hurl
Active - Axe hurl

Ice Priest
Learn - Frostwolf
Learn - cold Beam
Learn - Ability Bonus

Assassain

Learn - dissappear
Learn - Backstab
learn - bonus attribute
active - disappear

Thats it for now, wanna take a quik break for an hour to play a few games. Note that these have varying degrees of accuracy in the notation.

What I mean by that is some of the one which just give a name are overrides and some just dont have a key... You'll need to be careful and diligent, looking at the hotkeys for all the ability's before you reassign.

I realise I could have saved you time by giving you a new hotkey... I'll be doing that for the other two races.
Oh my god that's really helpful. It'll be a great help for me to check the hotkeys. Thanks!

Dre
03-22-2004, 05:47 PM#38
Arriba!
Quote:
Originally Posted by Dre
Oh my god that's really helpful. It'll be a great help for me to check the hotkeys. Thanks!

Dre

Anything to help the team - I love this thing! ^_^

I'll try and get the rest done tonite.. but I can't promise anything.

Edit to avoid double post..

Comments based on a few more games...

For some players timestop doesn't work... not sure which but its annoying!
Crystal Trap : Far too uber. 120 sec stun?!? Smallish cooldown?!? easy to afford mana cost!?!? I know you can just smash it to bits, but in a frenzy its hell to catch it... nvm if somebody scouts you approachin. Nerf it down to 60-90 secs with a 120 sec cooldown and higher mana cost... at least that avoids perpetual stun!
Snotlings seem to have some movement problems with some slowing down.
All races need some early game healing availible from the shops that can be used onall. Every race in wc3 has some form of early game healing (blight, wells, regenscroll, slaves) and so we should have in TToR (even if its non-combat). Extremely important for Dwellers - its currently suicide to creep without the druid due to fear of a rush.

Another edit:

Azunai Warrioress: That crystal companion golem - it needs hurl boulder removed (at least at 1st level) Too easy to hero rush , nail enemy hero with it and run off with the victory.

Icon problem - Arch Demon howl - green box in skills upgrade menu at level 2
03-22-2004, 09:02 PM#39
Hikaru_X
that lvl 6 spell on the warroriess is good and all but it last way to long. the time needs to go down and the spell reload need to be longer i got it back even before the first one wore off
03-22-2004, 09:50 PM#40
Wally
The suicide snotling you can perchase at merchants has the suicide ability that chaos scavengers (right name?) have, which needs to be researched, so you can't use it. Besides, the ability seems kind of pointless for a non-combat unit, because it has to be killed for it to be used.
03-22-2004, 10:41 PM#41
Arriba!
Okay, heres a few more...

Bug: Rangers can't attack buildings (Bug or feature?)

Balances:

This is more of a test idea.. Can enchanter's haste be autocast? Its very hard to use atm (that may be because its hotkey is disabled atm tho) tho it might become imbalanced... its a difficult call. I'd like to try the game with it as autocast... maybe some sort of comprimise can be made by lowering the effect if we keep it autocast. Atm, enchanters aren't all that hot (until storm) for a 4 food unit... though they are a great unit when they meet summons or when they have storms (and not uber overbalancied yet... but might be because I've always bin bad with AoEs and hotkey screwed)

I'm not sure I'm happy with Salman's cost going up when it gets to Syrrus... I'll leave others to debate this till I get more experience with the game tho.

NOTE - THIS MAY BE EDITTED AT A LATER DATE FOR MORE
03-22-2004, 11:04 PM#42
Hikaru_X
ok the arch-demon his one howel spell when u lvl it to lvl 2 it becomes an big green square. Also will anyone deal with the AI causing the game to skip
03-23-2004, 12:39 AM#43
toochaos
matte_c thank you
03-23-2004, 01:07 AM#44
WC3player2
some of it really rocks and some just sucks.

<Dre> do you mind telling us WHAT sucks, so we can improve it?
03-23-2004, 04:16 AM#45
toochaos
well heres what i have the elven donot get the gold increase for the upgrade (it said slaves but i cant find those units anywhere so im asuming its the normal workers) the death for the second teir mellee unit for dwellers death animation is realy weird (kinda falls realy slow then goes through the ground)
the orbs cost when u purchase it from the shop is only five more gold and five less wood there is somthing wrong with that because it builds quicker and wood is harder to get (most of the time)

things that dont look neat are the peon icon in the right hasnt changed

with the chaos when u summon they keep waving there arms

and thats it