Search found 120 matches

by Computer_Player
June 15th, 2018, 4:37 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

Also riders need re-balancing, especially with regards to vil grabbing mentioned earlier and their unit descriptions. I mean, level 2 swiftrider is described as fastest dunefolk unit and yet its barely able to keep up with basic wolfrider. level 3 windrider is rumored to be comparable to elves and ...
by Computer_Player
June 15th, 2018, 1:03 am
Forum: Strategies & Tips
Topic: Any tips on knalgan defense?
Replies: 7
Views: 7253

Re: Any tips on knalgan defense?

Hello to everyone, lately I have been trying to learn how to play knalgans, although I have been struggling to perform well. The one thing I find myself struggling the most with is organizing a proper defense, which is more often than not what I'll have to fall back into against most matchups Dwarf...
by Computer_Player
June 4th, 2018, 11:58 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

Reducing falcon cost would make it more balanced, however it wouldn't help its actual usefulness such that it actually IS a balanced addition to the faction as a whole. Comments on my proposed Experimental dunefolk stats? P.S. I now think poison on herbalist is a bad idea. Also riders need re-balanc...
by Computer_Player
June 3rd, 2018, 2:29 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

Some people talked about changing the non-penalty to an actual bonus. I'm sure the units can be tweaked such that the math checks out the same as it is now. Hope that makes it feel better. Either way, it will feel different.
by Computer_Player
June 3rd, 2018, 2:03 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

I feel that could easily be solved by giving Riders +1 mp (maybe make hill defense 50% to compensate a bit). Ofcourse then there would be even less incentive to get falcons, perhaps you could also give them a +10% pierce resist as well (aside from marksman on charge). I think liminal is integral to ...
by Computer_Player
June 3rd, 2018, 7:09 am
Forum: Multiplayer Development
Topic: Knalgan Alliance Promotion Branching
Replies: 5
Views: 2383

Re: Knalgan Alliance Promotion Branching

Some points: Knalgan isn't so much a problem compared to Loyalist slight overpoweredness Dwarves are good units, and are OP in some maps (especially smaller ones) Current Dwarven promotion is superior than mobility based promotions and are some of the best level 2s in game. Having new promotions in ...
by Computer_Player
June 3rd, 2018, 1:17 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

Forgive my ignorance if this has been explained previously, but from the games I have played, I don't understand what the real weaknesses of Dunefolk are supposed to be. From my perspective: Pros -high mobility -resists for most relevant weapons (including magic damage)- this is the biggest offende...
by Computer_Player
June 3rd, 2018, 12:47 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

Here are the proposed balance changes in this thread as of last edit. I will be editing this sporadically as the discussion continues. Italics are implemented in experimental mod (units are named X[unit]) Change Liminal to Chaotic Poison on Herbalist Split Liminal to Dawn Liminal (+25% for Second Wa...
by Computer_Player
June 2nd, 2018, 1:36 pm
Forum: Multiplayer Development
Topic: Galactic Empires (MP Sci-fi Scenario)
Replies: 454
Views: 130970

Re: Galactic Empires (MP Sci-fi Scenario)

Here's a replay / bug report :) on Ion Nova Highlights: 1st player rush is stronk even without turbobooster. Definitely need some nerf there Rover needs +1 g Some GUI issues with right display resources (gold and food) not being fully displayed. Perhaps smaller font? HQs don't switch graphics when d...
by Computer_Player
May 29th, 2018, 2:03 pm
Forum: Multiplayer Development
Topic: Monster Hunt
Replies: 25
Views: 9721

Re: Monster Hunt

Hi is it possible for this to be ported?
by Computer_Player
May 29th, 2018, 2:02 pm
Forum: Multiplayer Development
Topic: Ladder Site Online...
Replies: 1219
Views: 210600

Re: Ladder Site Online...

Great Job Rigor, and thanks for taking the time for this statistical analysis. This would surely be useful in future efforts to balance stuff, and also its fun. :) Maybe I'm going to hard pick HI leader now. Any chance that you could extract "Random" picks? I think that is actually the mos...
by Computer_Player
May 24th, 2018, 4:27 pm
Forum: Multiplayer Development
Topic: Galactic Empires (MP Sci-fi Scenario)
Replies: 454
Views: 130970

Re: Galactic Empires (MP Sci-fi Scenario)

Nice, finally one of my favorite mods have been added to the 1.14 server! And with a new map to boot coutesy of Kipples :D Attached are a couple of test games for version 1 of the map (I understand our test resulted in further tweaks, await version 2 ok?) I include the 1st one because I was hit with...
by Computer_Player
May 23rd, 2018, 4:28 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

OK! Thanks holius! Here's some replays, including those of Experimental Dunefolk (XDunefolk) The small Dunefolk vs Undead file shows dunefolk problem with water areas (again :P), but otherwise, its a non-standard map. With regards to XDunefolk, it does indeed give better incentive to get piercer, an...
by Computer_Player
May 16th, 2018, 5:14 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 33118

Re: Default+Dunefolk era balance

Ok. Here's new replays, incomparable in quality to the ones before. I've been lucky in my games so far in that by this point I've managed to cover a faction / map per replay. Dunefolk vs Northerners (the best one yet) ends predictably but key points of discussion - This is one map where water contro...
by Computer_Player
May 13th, 2018, 12:16 am
Forum: Users’ Forum
Topic: A mod to make Wesnoth's RNG a little less frustrating
Replies: 47
Views: 21720

Re: A mod to make Wesnoth's RNG a little less frustrating

The current mods that mess with RNG already destroy balance (since the entire game wasn't balanced for different RNG schemes, save for some rare eras). Same thing will happen if I use my "different luck" modification with my Q civ add-on... it will be a mess... so why worry... most add-on...