Ageless Era - Current Version: 4.33
Moderator: Forum Moderators
Re: Ageless Era - Current Version: 4.13
No need to be. You could have let the post remain, other people might want to report same thing else.
Re: Ageless Era - Current Version: 4.13
Yay so happy you are working on Ageless Era again! thx Ravana
Re: Ageless Era - Current Version: 4.13
Thankyou so much for making this! I now will be unable to play anything else for at least a month, haha! Just wish you could include the Complete Default Campaign thing with the Monster faction. I see the Gryphon and Dragon in the unit list when I play local games against the AI, but I don't do the campaign so I never get to use them xD
If this had dragons in it, my life would be complete and I could die happy.
If this had dragons in it, my life would be complete and I could die happy.
Re: Ageless Era - Current Version: 4.13
As those monsters are mostly core units, if there is interest, then they can be added to EE group.
Re: Ageless Era - Current Version: 4.13
Well this seems it has not been too active since I've gone out of wesnoth. I'm back again to see how it's going and see if I can give stats feedbacks about units that I consider disbalanced on here (again).
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Ageless Era - Current Version: 4.13
Hello everyone! Yesterday, while playing a game of Colosseum with Ageless RPG, I was complaining loudly about how there were so many units in Ageless that lack a unit description despite being fully sprited, coded, etc. This bugs me a lot because I think a well-written description is probably the easiest way to give a unit individuality and 'flavor,' certainly easier than coding the unit itself. Ravana approached me shortly afterwards, having read the chatlog, and informed me that there were many completely abandoned eras in Ageless that he would welcome descriptions for. To that end I have created a document on Googledocs containing a list of the units I'm working on and my proposed descriptions for them. I've started on the Mercenaries Era because it is both inactive and has the greatest dearth of descriptions. Out of the Mercenaries Era itself, the Blight don't have a single description at all, so I began with them and have already written a few. I have enabled commenting on the googledoc so anyone who is interested can put their criticism, point out grammatical eras, etc. Thanks everyone, I am very excited to contribute to the Ageless Era and the Wesnoth community.
http://tinyurl.com/JaeherysDesc
http://tinyurl.com/JaeherysDesc
Re: Ageless Era - Current Version: 4.13
I intend to release next version around next weekend.
Re: Ageless Era - Current Version: 4.13
Would like to give as sugestion
1.- giving Steelhive Welder fire resistance from -20% to 0%
2.- giving Steelhive Repairer fore resistance from -20% to +20%
Reassons
a) balances faction's general fire weaknesses
b) Welders and Repairers usually works with fire and it is rasonable they gain a fire resistance considering this.
1.- giving Steelhive Welder fire resistance from -20% to 0%
2.- giving Steelhive Repairer fore resistance from -20% to +20%
Reassons
a) balances faction's general fire weaknesses
b) Welders and Repairers usually works with fire and it is rasonable they gain a fire resistance considering this.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Ageless Era - Current Version: 4.13
I am unable to take default complete era monsters faction in. I would need to create the faction from scratch as there is neither default nor rpg style [multiplayer_side]. Maybe in the future, unless someone else wishes to deal with that faction.
There is hope though.
Monsters faction will be included, however not really like original.
There is hope though.
Monsters faction will be included, however not really like original.
Last edited by Ravana on August 20th, 2015, 1:38 am, edited 2 times in total.
Reason: .
Reason: .
Re: Default Complete Era (DCE)
Default:
Ravana, if I understood correctly this is what you wanted
Leaders: Dread Bat,DC Great Wolf,Ogre,DC Gryphon,DC Water Serpent,DC Cuttle Fish
Recruits: DC Giant Rat,DC Giant Scorpion,DC Fire Guardian,DC Mudcrawler,DC Giant Mudcrawler,DC Tentacle of the Deep,Vampire Bat,Blood Bat,DC Wolf,Young Ogre
Age of heroes:
Leaders: DC Giant Spider,DC Sea Serpent,Direwolf
Recruits: Dread Bat,DC Great Wolf,Ogre,DC Gryphon,DC Water Serpent,DC Cuttle Fish,DC Giant Rat,DC Giant Scorpion,DC Fire Guardian,DC Mudcrawler,DC Giant Mudcrawler,DC Tentacle of the Deep,Vampire Bat,Blood Bat,DC Wolf,Young Ogre
Units without proper trees:
DC Gryphon,DC Giant Spider,DC Fire Guardian,DC Giant Rat,
DC Giant Scorpion, Fire Drake, Skeletal drake, Yeti
Ravana, if I understood correctly this is what you wanted
Leaders: Dread Bat,DC Great Wolf,Ogre,DC Gryphon,DC Water Serpent,DC Cuttle Fish
Recruits: DC Giant Rat,DC Giant Scorpion,DC Fire Guardian,DC Mudcrawler,DC Giant Mudcrawler,DC Tentacle of the Deep,Vampire Bat,Blood Bat,DC Wolf,Young Ogre
Age of heroes:
Leaders: DC Giant Spider,DC Sea Serpent,Direwolf
Recruits: Dread Bat,DC Great Wolf,Ogre,DC Gryphon,DC Water Serpent,DC Cuttle Fish,DC Giant Rat,DC Giant Scorpion,DC Fire Guardian,DC Mudcrawler,DC Giant Mudcrawler,DC Tentacle of the Deep,Vampire Bat,Blood Bat,DC Wolf,Young Ogre
Units without proper trees:
DC Gryphon,DC Giant Spider,DC Fire Guardian,DC Giant Rat,
DC Giant Scorpion, Fire Drake, Skeletal drake, Yeti
-
- Multiplayer Moderator
- Posts: 187
- Joined: March 16th, 2008, 6:39 am
Re: Ageless Era - Current Version: 4.13
I was playing a game of 1 v 1 Ageless and well, the Mechanic in Machinist(?) era is grossly OP should the enemy not have any fire resistance at all. No, not even negative resistence, just 0% default fire resis is enough to make it clean house. Maybe even 10 resists.
The reason for this is primarily its 30-1 fire grenade attackonly attack (5 dmg splash on surrounding hexes). Imagine if you're up against a faction with negative fire resists like undead.. it can one shot even some level 2 units.. and then some.
It had for melee, impact, pierce AND blade all at around 12 dmg total, this combined with its resists and dwarf mvtype means its guaranteed to provide decent melee retaliation.
It also had +5 repair, healing the factions' mechanical units.
Finally if this was not bad enough, all this can be had for the low low price of 16 gold. (to be fair, its mv is 4, but that's par for a dwarf, it can get quick anyway). You can literally use these units as a kamikaze unit and exchange units until the enemy is attrition-ed to oblivion.
Recommendations:
1. Reduce grenade to around 17 dmg. Yup, the balanced amount is I think almost half the current one. At least with this it's still really fearsome attacking unit, but its not that far from the Thunderer Default unit (which is pricier at 17 gold).
2. Reduce grenade fire damage to 3. This is because its undodgeable (compared to Omen area effect attack).
3. Increase price to 17. 16 gold for this guy is absurd since its already a lot more stronger than Thunderer- even if the damage is reduced by point 1.
The melee attacks are ok and give the unit flavor. I really like this unit actually, it's just that its horribly unbalanced right now.
P.S. Omen noretal attack makes minced-meat of berserkers AND still does the areaeffect attack which I think is also unbalanced. In the original EoMa the attack does not work this way against beserkers (it has retal OR it is simply unusable).
Looking forward to next iterations, and thanks for the work
The reason for this is primarily its 30-1 fire grenade attackonly attack (5 dmg splash on surrounding hexes). Imagine if you're up against a faction with negative fire resists like undead.. it can one shot even some level 2 units.. and then some.
It had for melee, impact, pierce AND blade all at around 12 dmg total, this combined with its resists and dwarf mvtype means its guaranteed to provide decent melee retaliation.
It also had +5 repair, healing the factions' mechanical units.
Finally if this was not bad enough, all this can be had for the low low price of 16 gold. (to be fair, its mv is 4, but that's par for a dwarf, it can get quick anyway). You can literally use these units as a kamikaze unit and exchange units until the enemy is attrition-ed to oblivion.
Recommendations:
1. Reduce grenade to around 17 dmg. Yup, the balanced amount is I think almost half the current one. At least with this it's still really fearsome attacking unit, but its not that far from the Thunderer Default unit (which is pricier at 17 gold).
2. Reduce grenade fire damage to 3. This is because its undodgeable (compared to Omen area effect attack).
3. Increase price to 17. 16 gold for this guy is absurd since its already a lot more stronger than Thunderer- even if the damage is reduced by point 1.
The melee attacks are ok and give the unit flavor. I really like this unit actually, it's just that its horribly unbalanced right now.
P.S. Omen noretal attack makes minced-meat of berserkers AND still does the areaeffect attack which I think is also unbalanced. In the original EoMa the attack does not work this way against beserkers (it has retal OR it is simply unusable).
Looking forward to next iterations, and thanks for the work
- Attachments
-
- EoMa_Punishers_vs_EoMa_Machinists().gz
- Here's the replay
- (49.65 KiB) Downloaded 249 times
Re: Ageless Era - Current Version: 4.13
Mechanic is already dealt with, http://pastebin.com/qjz7bU2z
I will try to reduce berserks with area attack, but I rather have it be antiberserker than not work on berserkers at all. Will not get to todays version though.
I will try to reduce berserks with area attack, but I rather have it be antiberserker than not work on berserkers at all. Will not get to todays version though.
Re: Ageless Era - Current Version: 4.13
Computer_Player wrote:I was playing a game of 1 v 1 Ageless and well, the Mechanic in Machinist(?) era is grossly OP should the enemy not have any fire resistance at all. No, not even negative resistence, just 0% default fire resis is enough to make it clean house. Maybe even 10 resists.
The reason for this is primarily its 30-1 fire grenade attackonly attack (5 dmg splash on surrounding hexes). Imagine if you're up against a faction with negative fire resists like undead.. it can one shot even some level 2 units.. and then some.
It had for melee, impact, pierce AND blade all at around 12 dmg total, this combined with its resists and dwarf mvtype means its guaranteed to provide decent melee retaliation.
It also had +5 repair, healing the factions' mechanical units.
Finally if this was not bad enough, all this can be had for the low low price of 16 gold. (to be fair, its mv is 4, but that's par for a dwarf, it can get quick anyway). You can literally use these units as a kamikaze unit and exchange units until the enemy is attrition-ed to oblivion.
Recommendations:
1. Reduce grenade to around 17 dmg. Yup, the balanced amount is I think almost half the current one. At least with this it's still really fearsome attacking unit, but its not that far from the Thunderer Default unit (which is pricier at 17 gold).
2. Reduce grenade fire damage to 3. This is because its undodgeable (compared to Omen area effect attack).
3. Increase price to 17. 16 gold for this guy is absurd since its already a lot more stronger than Thunderer- even if the damage is reduced by point 1.
The melee attacks are ok and give the unit flavor. I really like this unit actually, it's just that its horribly unbalanced right now.
P.S. Omen noretal attack makes minced-meat of berserkers AND still does the areaeffect attack which I think is also unbalanced. In the original EoMa the attack does not work this way against beserkers (it has retal OR it is simply unusable).
Looking forward to next iterations, and thanks for the work
Hey thank you for the suggestions.
Runemasters were rebalanced a few weeks ago so some changes will be coming with the next patch:).
A little spoiler: the damage was indeed reduced to 15:)
However when it comes to balance you need to not only look at unit balance but at faction balance as a whole
Their units were more expensive as a whole, also they had only low , but hybrid damage on most of their units. This essentially made this unit the only offensive unit who helped them stay competitive.
The reason being if you have too many hybrid units, while they are good on the defence, (have retaliation against any units) but they are also really bad at offense and concentrated fire. The way wesnoth works is that you (if people position properly their units) Shouldnt really be able to hit a unit with more then 2 units. Which means that the killing power of a faction without strong concentrated damage is non-existent, yes you damage the enemy units, they retreat and heal it. While in return they attack your units, focus one of them at a time with their high(for level 1 ) 24-7 damage attacks and 2 of them is sometimes enough to kill your unit.
Actually mechanic is a perfect example of that.
However i think there are a few things u need to consider with regards to the mechanic.
1. they have no ranged retaliation (while you have 30 damage in attack you have no retaliation) So overall if you are talking about this unit facing another unit with ranged attack (lets say thunderer as u mentioned it)
It would do 30 damage on attack and 0 on defence (and depending on how many times the unit is attacked by the enemy the overall possible damage done will be much lower than the thunderer)
Now you have thunderer who got attacked by 30 damage, he in retaliation does 18 damage, and then its his turn to attack, when he attacks he does another 18 damage, hence overall for this turn the thunderer did 36 damage compared to the 30 damage from the mechanic. However if the thunderer is attacked more then 1 time, that would increase the difference to 48 damage etc.
2. if the mechanic misses the grenade attack does no damage so clever use of mechanic is required.(which might not be optimal sometimes). You want to target units with low defence to make full use of the effect. However this leads to the next point. (About this point. that's the case about grenade at least in
3.if the mechanic hits, he does 5 damage to itself too. So overall in the scenario i described before against the thunderer the mechanic would have dealt still 30 damage, while he'd have taken 36 damage from the thunderer + 5 from the grenade area of effect summing it up to 41 damage.
Now you might think "ok well 41 damage vs 30 damage it is clear that the mechanic sux", this however is not the case. And that was my point about offensive vs hybrid/defensive units. Offensive units pack a lot of punch in one type of attack (melee or ranged) , while defensive units are able to retaliate to multiple types however if a faction has only defensive units, and doesnt have any offensive power(like runemasters) then they suffer a lot because of that. Reason being - killing power. If you don't manage to kill a unit in 2-3 attack your enemy will just heal/withdraw that unit and get the upper hand, while in return he'd have killed one of yours due to his high attack units that focused one of your units. winning overall in the trade. And since he keeps focusing your units, he does much more damage overall that you could possibly do to him.
So overall people need to focus the mecahnics the same way people would focus a mage.
Now about the overall balance of Runmasters, you have a faction where the majority of your units do quite low but hybrid damage, couple that with the fact that they have no fast units to lock enemies or to scout better then your opponent (their scout is worse than the default and EE scouts)And you have quite an underpowered faction (with the exception of the strong offensive power of that the mechanic brings)
This however lead to the desire of having armies including a lot of mechanics(to be your offensive units) and in turn made players overlook some of the less cost efficient units (just because of the hybrid damage you didn't see the results they did).
However if people were to ever face a fire resistant faction, they didnt stand much chance since their main source of offensive damage would have be gone (and the opposite as u mentioned against factions highly vulnerable to fire)
All things considered the faction was rebalanced to be less centred around mechanics(as an offensive units by redesigning him as support unit) and more centred around your core units.
P.S About the omen we'll take a look at it.
Thank you again for your comments, and keep them coming:P . I might not be able to reply to all of them in the same manner and depth, but any constructive suggestions/comments are considered carefully, thus helping us make Ageless much better. Also bug reports help too, so if you encounter any do not hesitate to mention it here.
P.P.S. Got ninja'd , Ravana always does that:S
Re: Ageless Era - Current Version: 4.14
Ageless Era 4.14 is out on the 1.12 add-on server
Enthrallment does not interfere in creep war die event anymore.
unit_movement_cost lua error message can be ignored, this happens when there is no place for knockback so knockback doesnt happen.
Archaic Statue line(more specifically special AE_arc_stonegrip) is not usable with [unit] tag currently, unless manually given
Code: Select all
Version 4.14:
* Eras and Factions
* NEW: Nordhris to EotF
* NEW: Monsters to EE
* Merged EE Sylvans to EoC
* Graphics
* Placeholder projectiles to many units
* Extensive changes
* Whites, Phantoms, Elementals, Runemasters, Minotaurs, Frozen, Sylvans, Issaelfr, Brungar, Triththa, Clockwork, Orcei, Khthon balance by SiegeTank
* Avians, Blight, Cult, Emperors Guard, Enchanters, Equestrians, Highlanders, Hive, Slavers, Tribe projectiles and sounds by tommy2teeth
* Vector and Enthrallment massively weakened
* Bug Fixes
* Runelaying does not prevent undo anymore
* Dwarf Smith leveling does not end game anymore
* Other
* Immediate era version check of all player at start
* <span color='orange'>This start message will only be shown once. After that it can be opened by selecting and deselecting your unit quickly several times</span>
Full notes
How you can help
Contributors for this release
unit_movement_cost lua error message can be ignored, this happens when there is no place for knockback so knockback doesnt happen.
Archaic Statue line(more specifically special AE_arc_stonegrip) is not usable with [unit] tag currently, unless manually given
unit.variables.victim "aaa"
- RenoOfTurks
- Posts: 215
- Joined: May 7th, 2009, 1:52 pm
Re: Ageless Era - Current Version: 4.14
As always, i'm here for acclaim the greatness of this Era !
Sadly i have too little time for develop this project as in the past : (
Sadly i have too little time for develop this project as in the past : (