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Messages - Archie

#1
General Chat / Christmas
December 24, 2012, 11:11:51 AM MT
Hi folks,

I know I haven't been on in a while but I just wanted to stop in and wish everyone a very happy Christmas and New Year.

Oh and I'll be back in and kicking ass (and getting mine kicked no doubt) in the New Year :)

See you on the other side!

Archie
#2
Events / Re: Hero Mages v1.8.0
August 28, 2012, 09:58:41 PM MT
Okay some more issues experienced - details in the bugs section.
#3
Okay so I can't get in via my account but I was able to log in via a friends - Furgar - I bought a map pack and an expansion pack and the order appeared to process but the new things are not appearing when I go to create a game.

Expansions were listed as 1.99 per expansion.

When I tried to play a game against the computer first it wouldn't let me quit out from the set uo screen - nothing happened when I pressed the Leave Game button - I then went into a image duel but 8 had no cards and couldn't move.

Its lte here so I need to turn in but looks like a few bugs are in the house,
#4
Events / Re: Hero Mages v1.8.0
August 28, 2012, 09:41:07 PM MT
I just posted a bug report under the support forum as my tablet is showing the Processing error.

Excited about the developments. Thanks for all your hard work!
#5
Hi,

Quick note, I can't get into the multiplay since the update

It says Processing and then just sits there. I can bring up the menu but nothing works on it. None of the links work, nothing. I can see that I have two friend requests - at least that's what I think it is -  there is a two in a circle on that section but I can't get in at all.

I'm using a Samsung Galaxy Tab 10.1 if that helps.

Solo play appears to work fine and has the new features.

Archie
#6
Well done Trasd I didn't see it and I'm a firm Whovian.
#7
Events / Re: Hero Mages Community 10,000 members strong!
August 06, 2012, 07:45:00 PM MT
Hey log in and I'll happily play you a birthday duel.
#8
Events / Re: Hero Mages Prepped for v1.8.0
August 06, 2012, 07:44:16 PM MT
Dies if it uses the one on one ranking NO ONE is every challenging you!
#9
Battle Blog / Re: Butt kicked
August 06, 2012, 07:42:15 PM MT
Well Dies it's all about taking down the biggest threat first!

And yes for me the true judge of a players quality is their win/loss ratio on solo matches - your's is close to 12:1 which is truly terrifying - World Champ and Rowena come in at 5:1 and Gorstak and myself are 3:1 (I used to be 4:1 sob).

That way of measuring seems more accurate as I've conceeded before that Rowena is a better player than me. (And I'm not even talking about the last match which was just down hill from the four points ice shards attack on my poor minataur...and then when her sorceress teleported and attacked my FM single handed and won grown men cried I can tell you)

Ahem anyway I wasn't talking about that I was thinking more about just generally I knew she was better even though over all she was lower ranked than I.

I'm not complaining just sharing how I guestimate a player's ability outside of direct combat.

What is funny is that apparantly I've played 3 team games and won them all but I don't remember two of them!
#10
Game Balance / Re: First Player Advantage / Map Balance?
August 06, 2012, 07:35:56 PM MT
I'm having an absolute blast designing my own maps at the moment (best $10 I've spent in a while) and I'm working really hard to eliminate any first round advantage.

My base rule is that no mage starts being able to walk, summon a creature and have that creature reach an opposite team. The only way a mage can do so is to sprint which leaves them exposed.

It's hard to do but the only way to prevent cheap hits that sometimes just ruin a game (4 points of damage from an Ice Golem is no way to start a ranked game and frankly comes under 'so unlucky it isn't fair' in my books.

If the map is to be played unranked then it's open season and a deliberately unbalanced map can be fun!

(I do long for terrain tiles though Ross...+1 attack dice to the archer hiding in the woods...)
#11
Game Balance / Re: Paladin and Fighter Mage Changes
August 06, 2012, 07:10:48 PM MT
Sorry I missed some responses before I replied, apologies.

Dies makes a good point, as usual, and the FM should at least lose his sprint when stunned. That makes sense - his senses are assaulted and he can't concentrate to spell cast (going with your views Ross) but he can lash out and stumble a few feet.

Makes sense.

Thinking about the game how practical is it to build in things like certain creatures get +1's to their dice rolls etc. This might be a simple way to have superior creaters which look the same as the other ones (maybe with a colour change to gold or imperial purple to reflect their extra powers).

It would add a lot of potential mathematically to add small tweaks and twists.
#12
Game Balance / Re: Paladin and Fighter Mage Changes
August 06, 2012, 07:04:00 PM MT
To clarify Ross does the remove all affect things like Taunt and Roar? If it does that's pretty super powered power.

Furgar said to me that he thought the stun should not allow the FM to move or attack but to use spells - as the magic was a separate force that the FM simply channelled.

I'm very excited about the idea, for the future, of selecting powers. And under that banner I want to raise again the notion of increasing the mages power to 8 from the start  - as an option for those looking for a longer battle.

And I hear what you say Dies but I'd still vote for an extra health point for the paladin. Willing to be outvoted.

As to the Minatour however...I'd like to ask for him to be toughened up. Indeed almost to the degree of inbalance. Here is my thinking - he's special and really hard to get. As a result he should be really good on the field and much though I love his furry ass I have to concede that he isn't.

He's a bit soft and squishy and surely should have at least one more armour point to put him level with the bard. How can a singer of songs justify 14 when Mr Fluffy (as he has become known in some circles) can only muster 13?

And before people point to the barbarian let me point out that the barbarian has a reliable power with his sprint where as the minatours roar is diced. Thus less predictable. Balancing that with one extra armour point would make this special character special for a little longer on the battlefield.
#13
Strategy & Tactics / Re: Barbarian and Bard
August 06, 2012, 06:54:47 PM MT
Problem with the blocking is if the barb is superbuffed by the bard or through other spells he cuts through the blocking creatures and keeps going.

It's odd. I never used to worry about them but recently have suffered badly at their hands - them taking out fully healthed up mages in one round sort of suffering.
#14
Strategy & Tactics / Barbarian and Bard
August 04, 2012, 10:37:40 PM MT
OK so I posted elsewhere that I am losing a lot recently and I come seeking advice!

How do you counter the barbarian/bard combo. Even hiding back doesn't work because the barbarian can run so far. I am beginning to lose with in the game balance with this combo but I am willing to accept I just haven't come up with the solution yet.
#15
Battle Blog / Butt kicked
August 04, 2012, 10:29:33 PM MT
So I was at 1169 points oj the leader board and feeling cocky about working up to challenge WorldChamp for second place....and now about three weeks later I am at 1132 and slipped from third to fifth!

I can't even best the PC right now! Oh well ho hum...and then I see Gorstak has moved to second place and lost what fifty points in a day? Is my bad play catching or is it the time of year!

Oh and just to give credit where it is due eight of my recent losses have been to my kids! I trained them too well!

And to add further embarressment I have done some custom maps and so far lost ever ranked game I have played on them!

Off to practice some more....because clearly I need it.