Search found 394 matches

by name
December 13th, 2018, 5:12 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

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: 46290

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: 46290

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...
by name
December 10th, 2018, 6:09 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

So here are the revisions of the jinn. There seems to be indecision on whether its ranged attack should be fire or arcane. I gave it fire for now, as that will best fit the balance reports of the DF being possibly too strong against drakes and distinctly too weak against loyalists. Loyalists units t...
by name
December 8th, 2018, 5:47 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

* It sounds like a cold jinni is out, so we are back to fire and/or arcane attacks for it. Though I agree that having two fire-based units it's redundant, and I see two solutions: 1) They are redundant but alternative: in this case the Burner would be used in campaigns where Jinni are not present an...
by name
December 7th, 2018, 4:50 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

I'd like the Jini to be a floating unit, but 10%/20% on water would be a big problem for water control. That was the whole point of adding new units. I'd probably set it to 6 or tops 7 without traits. so the rider (which now has 8mp) remains as main scout. It depends on whether the Jinni alone is r...
by name
December 7th, 2018, 5:40 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

If you are afraid that two nagas are one too much, I'd like to remind that merfolk has three already units where as nagas only one. However, there are still only two recruitable merfolk and one naga in multiplayer. Campaigns are another, much looser department with so many unit variations, but they...
by name
December 5th, 2018, 6:01 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

Making the new unit be a good fit is really what I think the main goal should be. If it's also really unique and different, then great, but fitting into the faction takes precedence, at least in my mind. But how is a second naga unit a better fit than a (more unique) jinni or roc? An aquatic unit w...
by name
December 4th, 2018, 2:50 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

A Naga unit for the DF is not a bad fit though it is not unique or clever either. So maybe poison on naga is not realistic even though we like to see it having poison. The Naga is a venomous snake creature (specifically half cobra). If you are going to make a Naga unit with poison it would be comple...
by name
December 1st, 2018, 6:43 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

The wyvern is a product of european mythology rather than near eastern. Thematically, the jinni is a much better fit for the faction.

Further, dragon type creatures in wesnoth are weak to piercing attacks which does no favors to balancing the loyalist-dunefolk match up.
by name
November 29th, 2018, 6:57 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

Of course it will, but inevitably the fire attacks will have to be weaker (or it would be a fast burner) and that would mean less effective fire for a faction which can't afford to loose that. Not necessarily. A core principle of wesnoth's balance is that factions are balanced against factions rath...
by name
November 27th, 2018, 4:44 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

problem with Jinni is that I've seen no convincing sprite yet. Expecting a finished sprite before you have created and tested a unit is not efficient. You should use placeholders to test, and then once the role of that unit solidifies, base the artwork off of that. I'd say we make the bird line wor...
by name
November 25th, 2018, 5:42 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Dunefolk balancing rework ideas - discussion.

Regarding magic, a Jinn could probably work (and a level 2 one has already been added, so at least one additional sprite would be needed if one were to be recruitable), but their lack of magic use by humans is addressed in their race description: The level 1 "Fire Guardian" sprite already in mainli...
by name
November 24th, 2018, 4:18 pm
Forum: Art Contributions
Topic: Female Wesnoth - Fencer
Replies: 56
Views: 23442

Re: Female Wesnoth - Fencer

The sprites in wesnoth are at such a scale that they could only depict something as fine-detailed as gender through exaggerated gender specific clothing, hair styles or poses. Like putting the fencer in a dress. It would be more memory efficient to just let the portraits do the work illustrating gen...
by name
November 24th, 2018, 3:48 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 46290

Re: Default+Dunefolk era balance

I completely disagree with Nobun. The faction is Loyal+Liminal and its gameplay requires that you attack with a diverse group, during 4 consecutive periods [...] I like the faction and its gameplay forcing mixed forces, I contributed to make liminal appear even simpler than before. Your description...