Forged Alliance Forever Forged Alliance Forever Forums 2019-09-20T18:07:08+02:00 /feed.php?f=41&t=14919 2019-09-20T18:07:08+02:00 2019-09-20T18:07:08+02:00 /viewtopic.php?t=14919&p=178324#p178324 <![CDATA[Re: Alliance of Heroes Mod]]> Statistics: Posted by GamerDreams2019ns — 20 Sep 2019, 18:07


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2019-08-01T11:40:06+02:00 2019-08-01T11:40:06+02:00 /viewtopic.php?t=14919&p=177018#p177018 <![CDATA[Re: Alliance of Heroes Mod]]> -- [Added] Training logistics at the Research Center
-- [Fixed] Cybran and Seraphim ACU rof on phason air upgrade.

-- version 172-8
-- [Added] Assassins & Warlords Ai units
-- [Fixed] Elite units infinite level
-- [Inactivated] Critical bug about 2 powers that needed fixing.

Statistics: Posted by Franck83 — 01 Aug 2019, 11:40


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2019-07-14T18:38:09+02:00 2019-07-14T18:38:09+02:00 /viewtopic.php?t=14919&p=176312#p176312 <![CDATA[Re: Alliance of Heroes Mod]]>
-- Version 171
-- [Feature] complete tech tree rework. Techs apply to all units. Need a Research Center to unlock techs.
-- [Feature] Multi units promoting
-- [Feature] Multi units orders and stance switching
-- [Feature] Multi units training
-- [Feature] Multi units template applying
-- [Improvement] x10 capacitors responsiveness tick
-- [Improvement] x10 powers responsiveness tick
-- [Improvement] better weapons ui damage tool tips
-- [Fixed] Wrong capacitor test on some powers calls
-- [Fixed] Some ACU promotion locked even if it should cost no logistics
-- [Fixed] Aeon ACU Heatsink rate of fire fixed
-- [Fixed] Hero shield that was 2x strong

Any bug report or feedback is welcome ! Have fun !

Statistics: Posted by Franck83 — 14 Jul 2019, 18:38


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2019-06-16T08:12:29+02:00 2019-06-16T08:12:29+02:00 /viewtopic.php?t=14919&p=175532#p175532 <![CDATA[Re: Alliance of Heroes Mod]]>
Soon Alliance of Heroes mod will have a big update.

A new more comprehensive tech tree for all units (and not only for heroes).

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Some quality of life features :
- Multi units heroes promotion, training, orders and stance switching at the same time.

So stay tuned ;) !

Statistics: Posted by Franck83 — 16 Jun 2019, 08:12


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2019-04-30T16:59:01+02:00 2019-04-30T16:59:01+02:00 /viewtopic.php?t=14919&p=174179#p174179 <![CDATA[Re: Alliance of Heroes Mod]]> Version 163-167
-- Logistics points cost reduced to -50% for > level 15 units. -100% for > level 30 units.
-- Promotion speed set up automaticly depending of mass and energy ressources.
-- AI Elite units work now with air and defenses.

Statistics: Posted by Franck83 — 30 Apr 2019, 16:59


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2019-04-29T22:24:59+02:00 2019-04-29T22:24:59+02:00 /viewtopic.php?t=14919&p=174149#p174149 <![CDATA[Re: Alliance of Heroes Mod]]> Version 162
-- [Feature] unit > level 50 costs 0 logistics points !
-- [Feature] most ranger powers can now be autocasted.
-- Max ability points pushed from 100 to 200
-- [Fixed] random ui crash.

Statistics: Posted by Franck83 — 29 Apr 2019, 22:24


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2019-04-08T11:16:10+02:00 2019-04-08T11:16:10+02:00 /viewtopic.php?t=14919&p=173287#p173287 <![CDATA[Re: Alliance of Heroes Mod]]>
I appreciate your feedback and your interest in the mod. The issue about new players to be overwhelmed by the big amount of information is something that I'm fully aware.
I know the design rule : 'easy to handle, difficulty to master'

Reasons are that simply this mod is a work in progress. For example, powers are designed to be trained and unlocked progressively on a skill tree. So you should start with 1 or 2 powers only at a lower level. Sure these skills trees are not still here, that's why all powers are unlocked even if the unit is at a low level.

Of course, I can improve the UI, but my skills in modding one year ago were not as good as now. Now I can make tech and skills trees. Now the mod has a good performance too. I did a lot of work on the background side to optimize the sync data.

About the UI, I plan to change powers to move them in the command panel. This will be a fantastic move because you will be able to time plan your powers execution. You may decide to plan to cast a heal on this unit, then to buff this one, then cast a rush move to a location ....You will be able to select several heroes and use shortcuts to cast powers ! But as you may know, working on a 20k lines code takes some time. And this is not a mod anymore, it's a new game now.

The thing that takes me a lot of time is testing and fixing minor issues (20% is coding features, 80% is testing and fixing issues). A simple error and UI breaks. i'm alone to work on the mod, and some help and more feedback on this side would be nice.

ps :

Make it easier to understand what does what and why, and your mod will get 10x more appeal, just from that ;)

Don't forget you have a manual that explains all game mechanics (link in first page)

Statistics: Posted by Franck83 — 08 Apr 2019, 11:16


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2019-04-08T10:18:04+02:00 2019-04-08T10:18:04+02:00 /viewtopic.php?t=14919&p=173282#p173282 <![CDATA[Re: Alliance of Heroes Mod]]> I do not mean regarding the UI, more fo the line of tooltips.
When a new player runs this mod, he gets crushed by a massive new input of new stuff, abilities, powers, buttons...most of whom have very little or no explanation.
Bear in mind that the person does not know what promoting really is/does, that sdome buttons need to be clicked repeatedly, that some abilities make other abilities available while making others locked out - how would he know this?

It's just too much information scattered in too many places. All needing to be known and accessed, to be used well.
Do not get me wrong, having lots of options is a GOOD thing, not a bad thing...but surely you can make it easier on someone who has just started, so that it does not take him 20 games to figure out the basic mechanics of your mod.

Because some people will just say f*** THIS, and never even find out about 95% stuff the mod can do and has to offer.

The first time i used Total Mayhem mod, I was like f*** this, too many too similar units, nope. Luckily I returned to it some times later, and now i love the mod. And TM is far, faaaaaaaaaaar less complex than AoH. Yet even today I see people who do not want to play games where for example Blackops or TMayhem mods are, because there's too much chaos with all the units that they do not know.

Make it easier to understand what does what and why, and your mod will get 10x more appeal, just from that ;)

Statistics: Posted by DDDX — 08 Apr 2019, 10:18


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2019-04-04T08:22:41+02:00 2019-04-04T08:22:41+02:00 /viewtopic.php?t=14919&p=173204#p173204 <![CDATA[Re: Alliance of Heroes Mod]]> You may encounter a random UI crash on the last mod version (v 156). So i recommend you to not using the mod until i fix it in the next version. The bug doesn't appear in all games that why it wasn't easy to find it.

Edit : Fixed now in the version 158.

Statistics: Posted by Franck83 — 04 Apr 2019, 08:22


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2019-04-02T12:12:07+02:00 2019-04-02T12:12:07+02:00 /viewtopic.php?t=14919&p=173171#p173171 <![CDATA[Re: Alliance of Heroes Mod]]> - Big performance improvements. Mod data sync has been much optimized. Performance on large map and big amount of units are better !

Statistics: Posted by Franck83 — 02 Apr 2019, 12:12


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2019-04-01T18:12:13+02:00 2019-04-01T18:12:13+02:00 /viewtopic.php?t=14919&p=173152#p173152 <![CDATA[Re: Alliance of Heroes Mod]]> Version 151 :

That was a community request. Anti-Air phason beam weapon added to all ACU.

Of course, this beam can be upgraded with mod features.

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Statistics: Posted by Franck83 — 01 Apr 2019, 18:12


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2019-03-28T23:09:41+02:00 2019-03-28T23:09:41+02:00 /viewtopic.php?t=14919&p=173075#p173075 <![CDATA[Re: Alliance of Heroes Mod]]>
Elite AI units are back ! A more CPU optimized version of the previous Imperial troops. Have fun ;) !

Statistics: Posted by Franck83 — 28 Mar 2019, 23:09


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2019-03-28T03:14:18+02:00 2019-03-28T03:14:18+02:00 /viewtopic.php?t=14919&p=173059#p173059 <![CDATA[Re: Alliance of Heroes Mod]]> Statistics: Posted by iTzCascadexX — 28 Mar 2019, 03:14


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2019-03-19T14:37:46+02:00 2019-03-19T14:37:46+02:00 /viewtopic.php?t=14919&p=172833#p172833 <![CDATA[Re: Alliance of Heroes Mod]]>

Maybe you don't know, but most powers and upgrades values are dynamic. They depend from skills and abilities levels.

Here are the main abilities effects :

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So, for example, if you want to increase your heals efficiency, you can focus your training on intelligence. Restoration skill (autotrain on casting) will improve the efficiency too.

Here is a summary of the powers dependencies (will be in the next manual update).

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Not all upgrades and upgrades values are the same. They mostly depend of the base class chosen

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Statistics: Posted by Franck83 — 19 Mar 2019, 14:37


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2019-03-16T01:52:20+02:00 2019-03-16T01:52:20+02:00 /viewtopic.php?t=14919&p=172782#p172782 <![CDATA[Re: Alliance of Heroes Mod]]>
So the ACU will be able to compete in the late game with extra health.

Statistics: Posted by Franck83 — 16 Mar 2019, 01:52


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