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Some of EoMa units from Ageless share the same id with those from my era. That's why they are overwritten. Ageless Era is an earlier project and people responsible for coding should change some ids.wesfreak wrote:Something I just noticed: If you have era of magic and ageless era installed, your ageless era EOMa factions use EOMa stats, creating oos.
I am going to check it.fatquack wrote:A minor bug: witches and several other Dark Elves have 100% defense on unwalkable terrain.
I have thought about it too. I would make a side turn effect, which creates random number between 0 and 1 and stores it into a variable. Then if there are units with the summon ability, it filters, choose some of them and if the random variable is equal to "1", will initiate artificial summoning procedure. I can do this.fog_of_gold wrote:-Allow te ai to summon
I'm thinking of a special chance to give a unit with summon ability the satus 'gurdian'. Then we make a ai turn with a nested side turn event (first_time_only=yes). In this side turn, we'll check, if the ai is able to summon, so if it's got enough gold, moves and attacks. I don't know when to fire this chance, but I think, in villiages, there should be a bigger chance.
If you do it, I will be very grateful to you.fog_of_gold wrote:-Balance the Summoner
I allways wins, if I play with them and ai, too, expect against the Loyalists. When I've got time, I'll compare all the units (and correct the calculation above about Hidden Face, Battle Mages and White Warriors, like IPS noticed)
Good idea. It won't be easy, but I give it try.fog_of_gold wrote:-Allow to undo summon
Sure. I like this idea.fog_of_gold wrote:-Another era system
I'd suggest to have three random factions
This is not an important thing now. We should focus on the proposals you've mentioned.fog_of_gold wrote:-Balancing the third gate and make the second gate in magic masters available so they are still usefull (maybe about 40 experience?)
inferno8 wrote:I have thought about it too. I would make a side turn effect, which creates random number between 0 and 1 and stores it into a variable. Then if there are units with the summon ability, it filters, choose some of them and if the random variable is equal to "1", will initiate artificial summoning procedure. I can do this.fog_of_gold wrote:-Allow te ai to summon
I'm thinking of a special chance to give a unit with summon ability the satus 'gurdian'. Then we make a ai turn with a nested side turn event (first_time_only=yes). In this side turn, we'll check, if the ai is able to summon, so if it's got enough gold, moves and attacks. I don't know when to fire this chance, but I think, in villiages, there should be a bigger chance.
Good idea. It won't be easy, but I give it try.fog_of_gold wrote:-Allow to undo summon
Sure. I like this idea.fog_of_gold wrote:-Another era system
I'd suggest to have three random factions
Let's start with something easy and then make it more and more complicated. At the end this script will be huge.fog_of_gold wrote:We should make it more comlpex.
inferno8 wrote:Let's start with something easy and then make it more and more complicated. At the end this script will be huge.fog_of_gold wrote:We should make it more comlpex.
My exams are over now, so I have a lot of free time and I am going to work on new graphics updates. I want to prepare something special for Era's 2nd birthday (23 Febuary). Also the campaign needs a lot of work (only 3 missions are done).
I am not sure whether coding simulated artificial intelligence (s.a.i) is too much for me in this situation.
It would be good, if a 3rd person joined us (if we want to make this s.a.i as soon as possible).
wesfreak wrote:Hold on a second: A faction isn't unbalanced because you win against ai. Ai is normally much weaker than the average player, so if you give the ai summoners and play a different faction yourself and lose multiple times then that would be a good sign that they need to be changed.
wesfreak wrote:Water elementals are a bit overpowered though: more damage than an elf shamen in both melee and ranged and slow in both melee and ranged (making it and especially the higher levels almost impossible to kill), instead of just ranged like elf shamen with a super good movetype: it is as good as an average land unit on land but also has 60% def in water.
I suggest you use a merman's movetype and take away slow from either melee or ranged so that way it's a bit easier to kill. Also, I think it should have better defense in swamp (it has 20% and 3 movement) because swamp is still very wet (maybe 50% def and 2 movement if you want it to be worse in swamp than in water or just 60% and 1 movement like the merman)
I'd suggest removing leadership and increasing experience points from lvl2 to lvl3 and 4.fog_of_gold wrote:The level 3 summoner are a little bit to strong with their leadership. That was a bad idea of me. Instead of this, it would be better to give some experience while summoning allthough it doesn't fit into that game unfortunatly.
I'll try to change some movement costs.wesfreak wrote:Water elementals are a bit overpowered
I can do this for testing.fog_of_gold wrote:I think, all elements are too strong. It could be, that they'll be better balanced, when we decrease all stats (hitpoints, attacks, moves) by about 15%.
You're playing with firefog_of_gold wrote:Another not tested change-suggestion, is, to give fire elements drain and decrease their hitpoints to avoid their tank-like using.
As you wish.fog_of_gold wrote:(About Dimensional Gate)So a suggestions of me to improve balancing is, to set the cost to 6 while hitpoints to 8. The attack should be about 3-3, not magic
No problem. I understand.fog_of_gold wrote:If I want to get the power of Dimensional Gates, I have to include all units of the summoner. Sorry, but I'm to lazy doing this.
Yeah, I know these two tags. Thanks.fog_of_gold wrote:I found some informations to have the Dimensional Gates animated while level up:
inferno8 wrote:-using the summon ability delays leveling up (+4 to max experience per summon
Sorry for that. I was in a hurry. Now it should work as intended.fog_of_gold wrote:I thought about the opposite way: I thought about giving some experience to the current experience to make the summoner faster level up. Now, you'll use the summoner more than before only if it'll only get AMLA to summon. That was the point I wanted to avoid. Another thing is, that you need to tell the player, that he got experience. I'd suggest a dark blue for the text colour.
Fixed.fog_of_gold wrote:You forgot to change the hitpoints of the second gate.
I disabled summoning on wet surfaces. An explanation is simple: a summoning circle needs to be drawn on stable ground.fog_of_gold wrote:You are able to summon fire elements in water.
It won't be easy. I must figure out how to disable cfgs and overwrite them with of that folder's content. But I'll make this feature in the future.fog_of_gold wrote:If you get time, motivation and the right ideas, it would be nice, if you make a special, empty folder, which'll have your change testing file including them into your eras to change the eras.
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