| 06-10-2004, 07:52 AM | #1 |
![]() Skeletal Rage 5.0 SR5 IceCrown Version SR5 Sunken Ruins Version --- About Skeletal Rage Skeletal Rage, is possibly the best conversion of 'Footmen Wars' gameplay out there. Successfully mixing the gameplay of normal melee with footmen wars, along with an advanced AI controlled single player gameplay and a plethora of advanced commands at your disposal, you can enjoy this game for hours in single player or multiplayer. The new version takes the AI to the next level than the previous versions. Instead of being too powerful or extra clever, computer will act more humanly and will try out different ways to eliminate you. This is not just any footmen wars based game. Rules are different, gameplay is more intense. Approx 6 new units with custom upgrades at your disposal along with a charged up vehicle, namely 'Juggernaut', you have more choices than a common Footmen Wars game. NOTE: It is recommended that you play this map against computer first. While playing with computer, press F9 and read the info about SR. Also, put yourself in the god mode, by typing 'whosyourdaddy' (without quotes) and then, type 'RTM' (without quotes), to access detailed info about Skeletal Rage gameplay and units. --- Current Version Version 5.0 - AI version 1.5, with more human like features in computer - 5 NEW heroes added - 5 NEW units with new upgrades and abilities - 'JUGGERNAUT' vehicle addition - Now you can set a rally point for spawning units - NEW creeps, with new items - Now costs are very low for almost every upgrade and abilty - Many new features added - New terrain, and new level design |
| 06-14-2004, 09:05 PM | #2 |
The map shows alot of promise, but well--it sucks. Firstly, the AI does the same thing everytime... it maxes skeleton mages and kicks my ass. The only way I can win is if I also max skeleton mages. Also, the AI is too aggressive. I never had an opportunity to explore the map, that seemingly had alot of effort put into it. Burning Archers are supposed to be better, but with the time it takes to create one.. it's not worth it. Rejuvenation is way too powerful (which is why the Skeleton Mages kick so much ass). I think it should only work so long as the unit isn't damaged... once it is damaged, the rejuv effect should wear off. It'd give people a fighting chance--attack someone as soon as it gets rejuv to nullify it. Burning Archers only get like... 2 or 3 range increases. I can see how being able to shoot across the board may seem unfair, but it should be a viable option... the opponent could always go with move and armor increases to counter. Plus, you'd still need vision there, so it wouldn't be too unfair. However the biggest problem here is that you increase their attack range nad not their acquisition range, so although my archer may be able to stand still and hit something up to 900 units away, I have to click in order to tell it so. I love that I can force summon a skeleton for 5 gold... for those times when I'm getting my ass kicked. Unfortunately, no matter how many I summon, I can never fight back and eventually lose anyhow 'cause the mages are so strong. However, it seems like you get 5 gold per interval and summon a skeleton at that same interval with the 5 gold.. I assume it's supposed to seem like the skelly is free. Since it's really a force-build command... one can cancel each build order and collect that 5 gold (bug?). From your changelog, I figured all this was right 'cause you wanted the player to be able to pick where the skeleton goes... but I think a better idea would be to just create the skeleton through triggers and then issue it to attack-move to the Rally-point of that building. Having only 4 players...? A nice thing about Footy was having 12 players to make a massive game. You may want to consider cutting back on the custom models and increasing the number of players. With maps like these, the more the merrier. Skellies are nice, but assuming the units were balanced, I'd prefer archers to get massive range and damage. It'd be cool if you could select what type of unit was auto-queued. Something like.. each time a unit is made, set AutoQueueUnit(Player number of (Triggering Player)) = Unit-type of (Last Created Unit) Then monitor that building and anytime the queue is empty, add the AutoQueueUnit to it. I _really_ didn't understand why the first time I made a skeleton mage, my income went to 50 gold every 10 seconds. And furthermore, I couldn't find any way to increase it beyond that. Upgrades seemed pointless... really, the best way to win is to constantly summon skeleton mages and attack with them. They build fast enough to swarm your opponent. The game highly favors quantity over quality. The only time to ever consider upgrading is when you've over 500 gold and a full skelli mage queue). The tooltips on the heros were inconsistent (some just a description, others listing abilities) and inaccurate (the Priestess of the Moon claimed to have Trueshot Aura, but she had Brilliance Aura instead). The Lich hero was free, but the others cost 10 gold. The Quests menu said the mage was umm.. 500 or 700 gold, I forget. But he's only 70. Anyhow, don't take my criticism too personally, it's meant to be constructive. Let me know if you need any help. If this map gets fixed up, it could be pretty fun. Good luck :D |
| 06-16-2004, 06:11 PM | #3 |
Sorry I couldn't reply, I was able to login but not reply to anything. Well, that's a long review, and criticism is what helps me work further on these projects. I have noted important points from your post and will try improving on them in future. - Auto queueing option for other units will be available in next few updates. - I have improved upon AI a lot in the next version. It will act more realistically.. slow like human players. Slow in the sense of right units at right time, and so on. - Burning archers will be more 'usable' in next version. Noted your suggestions.. - Mages are strong because this game was based on mages (skeletal rage) from the begining. So mages are powerful. - Attack moving skeletons is a bad idea in this type of game. Try playing older versions of SR (4.0), and you will see that they don't respond well to the commands and screw up big time during gameplay. - 4 players because of the lag in these games. A 8 player version will be released in future along with 4 player one. And there are no new models (imported ones). - Gold increases with Mages production, but I screwed up the triggers. Thanks for letting me know. - Upgrades aren't useless, if you play this against human players, you'll be using most of the upgrades for right units. Computer goes medieval on you, so you don't get chance to upgrade or c&c much. Will improve on AI though, considering the fact that people like playing single player in Skeletal Rage a lot (that's what made it famous int he first place) - TOOLTIPS! ahh, I know they are misleading or pointless. I kinda... err.. forgot to correct them :D - Quest menu has some old text (from old versions). Thanks for letting me know. |
| 06-17-2004, 02:28 AM | #4 |
That's all good to hear. If Skeletal Mages are supposed to be the most powerful unit, shouldn't they cost the most? It's kinda like... gee.. I could spend X amount of gold for this cool guy or I can spend less for this other dude that'd kick the first dude's ass... hrmm.... |
| 06-17-2004, 06:22 AM | #5 |
They aren't costly, cause > - In all footmen wars based maps, you get tons of gold for killing units and heroes. So, you are able to purchase units at ungodly amount of gold. In SR, gold given is low on almost all accounts, thus gives you the feeling that all units are cheap and their upgrades cheaper. Also, I wanted the player to get into action, the harder units instead of completing the game with just respawning units and few mages or archers. As you can see, a clever player will create harder units as fast as he can, while other player is busy upgrading his normal skelies from portal. Answered :) |
