Search found 391 matches

by name
December 27th, 2018, 9:39 pm
Forum: Writers’ Forum
Topic: Are Dunefolk human?
Replies: 12
Views: 2773

Re: Are Dunefolk human?

Yeah, this may sound a bit racist, but I am honestly confused. They look exactly like humans, but are considered to be a different race in-game and have non-human vulnerabilities. They also have inexplicably high mobility and defense on sand, which is why they should really have been saurians, not ...
by name
December 21st, 2018, 5:18 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

I'm getting a bit lost. name, what are resistances in your proposal? Standard naga or as in previous proposals? Standard Naga Fighter resistances. That is, zero resistances across the board. Any statistic not mentioned is zero, basically. Otoh, I think name's 2x2 melee is too low, and it'd make nag...
by name
December 20th, 2018, 5:50 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

after some testing (particularly on more water based maps) I have found the Naga as a OP unit and therefore believe 2 strikes is a must have. Okay, taking your testing results into account here is my adjusted naga proposal: name= Naga Ringcaster cost=15 xp=33 hp=27 moves=7 alignment=liminal terrain...
by name
December 19th, 2018, 8:12 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

since currently the nagas are bigger than humans and they probably eat things smaller than themselves. The lore says the naga are in fact small. Look at the last line of the naga fighter's description: "They are small, and somewhat frail in form, but often much more nimble than their opponents." An...
by name
December 19th, 2018, 5:51 pm
Forum: Scenario & Campaign Development
Topic: Wings of Victory 1.0.4 (Drake Campaign for BfW 1.14/1.15)
Replies: 89
Views: 11629

Re: Wings of Victory 0.8.4 (Drake Campaign for BfW 1.14)

I don't think I can go with the AOI tie-in, as it's set in 8YW. Thanks for mentioning it though. Between that and when Elensefar is founded, I'm leaning toward pushing the start date of WoV back to 4 or 5YW so it works better with both. Perhaps one more thing to consider is that Galun learns how to...
by name
December 19th, 2018, 4:41 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

I suggest flat at 40% as well so it is viable at poisoning land units and works on maps without water. A naga that still serves a role in a map without water, will either no longer be a water specialist or will be overpowered. If you want poison on land, then swap out the herbalist's uninteresting ...
by name
December 18th, 2018, 6:37 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

As a starting point I'd recommend using the existing naga's resists. Any deviation from them should be backed up by some justification in lore (either something the new naga has that the fighter doesn't or something that the fighter has but the new naga doesn't). I agree. This is all beside the poi...
by name
December 17th, 2018, 5:13 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

Resistances: Impact=-20% Pierce=-10% Blade=-10% It is better to go either for the full negative resistances of the elusive foot move type units, or have neutral resistances like the existing naga while using a lower hit point total to make it sufficiently vulnerable (as is the relationship between ...
by name
December 16th, 2018, 2:20 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

I feel like 3x5 ranged and 3x3 melee poison would be better balanced for water control. :) That will make it a bit better overall than the merman hunter of the rebels. Which isn't necessarily a problem since the game is balanced faction-vs-faction rather than unit-vs-unit. And the merman hunter may...
by name
December 16th, 2018, 1:13 am
Forum: Scenario & Campaign Development
Topic: Wings of Victory 1.0.4 (Drake Campaign for BfW 1.14/1.15)
Replies: 89
Views: 11629

Re: Wings of Victory 0.8.4 (Drake Campaign for BfW 1.14)

Oops. It looks like I forgot to post my replays: replays_0.8.2.zip The drakes already seem to know what a ghost is. Is this not their first encounter with the undead though, I wonder? It could very well be, noted. Just an idea: Vank: "These islands, too, are inhabited." Galun: "Only by animals. We c...
by name
December 15th, 2018, 10:21 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

Chakram is indeed a cool weapon (I don't think I like "blade ring" though) Could it just be called Chakram, I wonder? Or does it need to have a more purely english language based name for the translation process? If the latter case, how about "ring blade", "throwing ring", "ring discus" or "razor r...
by name
December 15th, 2018, 12:59 am
Forum: Scenario & Campaign Development
Topic: Wings of Victory 1.0.4 (Drake Campaign for BfW 1.14/1.15)
Replies: 89
Views: 11629

Re: Wings of Victory 0.8.4 (Drake Campaign for BfW 1.14)

I am very glad to see a mainline drake campaign finally happening and this one hits the spot. It is all around very well put together; hard to imagine how it was lost for so many release cycles. This is what I noticed playing through 0.8.2: I really appreciate that you do not get the ubiquitous star...
by name
December 13th, 2018, 5:12 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

About attacks, I can say for sure that two "double-fire-attack" units are too much, even if their role is different. Will not the burner be trading in its fire melee for some other attack type though? Or it could be a "sand storm" attack with impact damage, swarm special like the UtBS Dust Devil . ...
by name
December 12th, 2018, 7:21 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

Honestly, the least intuitive thing is that they're some of the only units in the mainline eras that don't get improved defense on forest/mushroom groves that aren't cavalry. That is because they look so human and regular. Even dwarves look a little bit exotic and are so much associated with the mo...
by name
December 11th, 2018, 6:48 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43598

Re: Dunefolk balancing rework ideas - discussion.

Any arguments against this? A mushroom forest is about the antithesis of a desert as mushrooms grow in damp, dark environments. It will be counter intuitive that desert infantry, unusual in their inability to seek cover in an ordinary forest due to their inexperience with it, will gain advantage fr...