Search found 391 matches

by name
December 10th, 2018, 6:09 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43291

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: 43291

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: 43291

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: 43291

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: 43291

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: 43291

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: 43291

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: 43291

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: 43291

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: 43291

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: 22046

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: 43291

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...
by name
November 23rd, 2018, 7:20 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43291

Re: Default+Dunefolk era balance

If one of their suggestions is to remove liminal for balance reasons, then removing it will be considered. It will not be removed because it's slightly more complicated than the other three alignments, however - as others have said as well, it both adds a uniqueness to the faction[...] It is not a ...
by name
November 21st, 2018, 3:26 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43291

Re: Default+Dunefolk era balance

It averages out like that because liminal units have only neutral or positive effects from ToD, so it doesn't really matter how many turns a day ends up being. I'm also not really convinced it's a problem that needs to be solved at all, much less by that drastic of a solution. There is nothing dras...
by name
November 19th, 2018, 6:38 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 43291

Re: Default+Dunefolk era balance

I never liked dunefolks, and the liminal alignment is a very bad idea, imho. I mean... chaotic, neutral and lawful were the perfect combination of all possible (and balanced) bonus/malus system that works fine in a strategy game based on time of day. You have (except neutral vs neutral) two turns w...