Search found 12 matches

by holius
May 22nd, 2018, 7:53 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 13688

Re: Default+Dunefolk era balance

The suggestions are very interesting, indeed. I spent some time crushing the AI with Dunefolk modified as proposed, and uploaded a modification addon on the 1.14 server for anyone interested. It's called Experimental Dunefolk Balance Mod.
by holius
March 22nd, 2018, 1:39 pm
Forum: Multiplayer Development
Topic: Preferred Fate of the Dunefolk (formerly Khalifate)?
Replies: 65
Views: 5397

Re: Preferred Fate of the Dunefolk (formerly Khalifate)?

I also like the idea of renaming the 6-factions-era-since-1.0 "Classic", and add Dunefolk to "Default", where I'd like to see in future releases other "designed to be balanced against Default" factions (e.g Deep Elves).
by holius
March 16th, 2018, 4:01 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 13688

Re: Default+Dunefolk era balance

Thanks for the explanation. As Mathbrush pointed out, if you want to recover the -25%, you need a +33.3% from the new base damage, this should in principle avoid the problems above. I haven't checked what happens with the rounding though. Another thing to consider is that units with 'strong' (50% o...
by holius
March 16th, 2018, 2:37 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 13688

Re: Default+Dunefolk era balance

I understood Celtic_Minstrel's suggestion to implement liminal as 0/+25%/0 as an implicit request to tie it with a kind of "always fearless" (no negative effect) hidden trait. But your question makes me realize I could have understood differently. I don't have much experience of alternative schedule...
by holius
March 16th, 2018, 12:10 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 13688

Re: Default+Dunefolk era balance

The PR indeed contains slight balance changes. Where damage was 5/7/5, I had to chose between 5/6/5 and 6/7/6. Herbalist melee, Rider ranged, Swiftrider melee are impacted. Where damage was 6/8/6, I had to chose between 7/9/7 and 6/7/6. Explorer melee+range, Windrider melee are impacted. 4/5/4, 5/6/...
by holius
March 16th, 2018, 9:10 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 13688

Re: Default+Dunefolk era balance

It's possible to reimplement liminal as a bonus. I have spent some time playing with the code to see which one of my previous suggestions was the easiest to code. It seems Celtic_Minstrel's one is even easier, so I have made a PR to change liminal to a pure bonus (comparable in power to fearless cha...
by holius
March 14th, 2018, 9:52 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 13688

Re: Default+Dunefolk era balance

Thank Celtic_Minstrel for the pull request. I hope the most imbalanced match-ups will be sufficiently improved with them. My question about liminal seems to have slightly derailed the topic on this specific issue. As balance will need tests with the PR, I suppose it's ok to still discuss liminal, aw...
by holius
February 22nd, 2018, 10:32 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 13688

Default+Dunefolk era balance

Now that Dunefolk have new names, and a faction description, what about reopening the hard topic of balancing an era with them ? As I like to play with them, I wish they keep some of their core gameplay (at least: melee marksman, heal +8 recruitable, rather high mobility, sand strength). What is you...
by holius
February 22nd, 2018, 10:46 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 38182

Re: Dunefolk(previously Khalifate) race description

The last posts don't concern "race description", but a mix of all concerns around Dunefolk. Sprites, faction/era balance, lore directions for campaigns, liminal alignment dislike, etc. Maybe it's time to move outside the Writer's Forum, and (re)start threads in Multiplayer (for balance) and Art Cont...
by holius
September 29th, 2017, 11:31 am
Forum: Multiplayer Development
Topic: The Khalifate Resource and Balance Thread
Replies: 19
Views: 2887

Re: The Khalifate Resource and Balance Thread

The Jundi is not dominant in playing Khalifate as Spearman is dominant when playing Loyalists. Jundi is part of the core package, but not dominant. Having Loyalist as a faction with one dominant unit, and other factions without such domination is not seen as a balance problem, but as a diversity str...
by holius
September 28th, 2017, 2:25 pm
Forum: Multiplayer Development
Topic: The Khalifate Resource and Balance Thread
Replies: 19
Views: 2887

Re: The Khalifate Resource and Balance Thread

Hello radogar, I disagree on the premise of your changes, that Jundi are to strong. Rami may be, that's why I propose to make leveling them far harder. But liminal Jundi + lawful Arif should be the main composition of ground troups for Khalifate. Remember that liminal is -25%/=/-25% damage done, whe...
by holius
August 17th, 2017, 3:39 pm
Forum: Multiplayer Development
Topic: The Khalifate Resource and Balance Thread
Replies: 19
Views: 2887

Re: The Khalifate Resource and Balance Thread

1. Drake vs Khalifate match up being greatly in favor of Khalifate Give liminals a weakness to Fire, or give lawfuls a weakness to Cold. I would prefer the second one, as it would be quite original to have a match-up where Drakes rely more heavily on Augurs than usual. Of course, it would have impa...