Search found 26 matches

by holius
April 3rd, 2019, 3:23 pm
Forum: Multiplayer Development
Topic: Question: Why no thug line for Knalga in MP?
Replies: 2
Views: 321

Re: Question: Why no thug line for Knalga in MP?

Short answer : for balance reasons. Long answer : archeology in this forum shows that the factions were in contention around 2004 : https://forums.wesnoth.org/viewtopic.php?f=12&t=2937 . The question pops semi regularly on the forum. See 2007 , 2010 . More recently, you get an explanation in 2015 ab...
by holius
April 2nd, 2019, 1:06 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 102
Views: 11233

Re: Dunefolk Rework - Base Units

I suggested some kind of visual distinction for the liminal/lawful split, without precision. As I am no artist, I don't know if the suggestion is feasible, but what I had in mind was leveraging the (middle east) multiple influences that seemed to be used at the faction creation, and choosing some pa...
by holius
April 2nd, 2019, 8:42 am
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 5684

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Like nemaara, I started playing with the era in some games against the AI. I am quite pleased by the faction. The cost difference between Rover and Soldier makes the recruit choice easier to understand. In general, I found the fork-less unit easier to level up than the "interesting" ones to advance,...
by holius
March 28th, 2019, 3:43 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 5684

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

For the Herbalist line, there are several solutions to make sure there is no RIPL. Less health (39 -> 36) for Apothecary, keep regen +4 (Apothecary and lv3 Healer) may be the minimal change from the current proposal. Maybe even increase XP of Herbalist to level up, if the advances are viewed as ver...
by holius
March 28th, 2019, 2:26 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 5684

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Rover To Skirmisher Makes No Sense I understand the graphical and weapon problems, but the most mobile infantry gaining Skimishing special ability makes sense to me. The RIPL problem of Rover -> Skirmisher losing ranged attack could have been handled easily (with a weak ranged capability). The Rove...
by holius
March 28th, 2019, 1:29 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 101
Views: 5684

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Losing regen +4 is RIPL, a Reduction In Power on Leveling. And RIPL Is Bad. Default era contains very few very small RIPL, that are considered as manageable for the player. [heals +4, regen +4] -> [heals +8, cures] or [regen +4, poison] is bad. There is no choice that keeps heals AND regen. [heals +...
by holius
March 1st, 2019, 9:10 am
Forum: Coder’s Corner
Topic: Tips for AI development for a beginner
Replies: 8
Views: 2483

Re: Tips for AI development for a beginner

My first tip would be to try to comply with the AI framework, and not say you don't want to use it. Write a LUA CA, create an AI that has that CA as its only action if you want, but don't try to by-pass the main loop and its complete way of customizing AI.
by holius
November 30th, 2018, 12:24 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 39771

Re: Dunefolk balancing rework ideas - discussion.

Regardless of what might or might not end up happening with the Jinn, for right now, is anyone opposed to changing the Falcon to reduce its cost and remove its attacks? I'm not sure I understand which problem is meant to be solved by such a change. It certainly makes Water Control a bigger problem....
by holius
November 23rd, 2018, 11:05 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 39771

Re: Dunefolk balancing rework ideas - discussion.

@pentarctagon, you're right, sorry for somehow derailing the thread. (confusing lawful and loyal comes from using the french translation)
by holius
November 23rd, 2018, 10:01 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 39771

Re: Default+Dunefolk era balance

It is not a fun or easily balanced design for the reasons outlined by Nobun above . On top of that it is unnecessarily complicating. The additional complexity might not be a bad thing if a new mechanic delivered game play value enough to offset said complexity. That just is not the case with limina...
by holius
November 21st, 2018, 8:46 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 39771

Re: Default+Dunefolk era balance

To review, wesnoth already has the following damage modifier categories already: Damage resistances. Terrain defenses. Numerous special abilities that often double damage. Asymmetrical rounding of up versus rounding down of damage by time of day (with no rounding for neutral units as a further wrin...
by holius
November 20th, 2018, 8:37 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 39771

Re: Default+Dunefolk era balance

In addition, liminal's fundamentally imbalanced nature requires stats for the odd faction that uses it to be skewed up or down versus the rest. A damage value of "5" for a neutral, lawful or chaotic unit will generally average out to 5 over the six turn day. But a damage value of 5 averages out to ...
by holius
November 20th, 2018, 8:25 am
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 102
Views: 11233

Re: Dunefolk Visual Rework

This is very interesting art work for the soldier. I have one suggestion to offer about coloring : keep loyal units white / pale grey, and make all liminal (dark) blue. It would help make users better understand the 'alliance of city and desert tribes' aspect of dunefolk faction. Other dual alignmen...
by holius
May 22nd, 2018, 7:53 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 22194

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.