Dunefolk Rework - Removed Units & Extra Units

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Spixi
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Joined: August 23rd, 2010, 7:22 pm

Re: Dunefolk Rework - Removed Units & Extra Units

Post by Spixi » October 20th, 2019, 10:50 pm

Can some of the extra units maybe used for Hornshark Island? The Dunefolk still has a roster with only generic monsters. Theme-wise it would be cool to have some of the Dunefolk extra units, like a slow Falcon instead of the quick Giant Rat and a loyal Jinn replacing the Fire Guardian and the Troll Whelp.

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ghype
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Re: Dunefolk Rework - Removed Units & Extra Units

Post by ghype » October 21st, 2019, 8:51 am

I am not really aware of that scenario (gnat was, but not me) but as long is that scenario is user made you are able to use them as you want since they are mainline now.

Spixi
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Joined: August 23rd, 2010, 7:22 pm

Re: Dunefolk Rework - Removed Units & Extra Units

Post by Spixi » October 21st, 2019, 1:19 pm

ghype wrote:
October 21st, 2019, 8:51 am
I am not really aware of that scenario (gnat was, but not me) but as long is that scenario is user made you are able to use them as you want since they are mainline now.
Hornshark is a mainline MP map with special start units depending on the player factions. Currently the Dunefolk faction obtains some monster units at the start, but it would be nice to make use of more thematic units.

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ghype
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Re: Dunefolk Rework - Removed Units & Extra Units

Post by ghype » October 21st, 2019, 11:56 pm

ok i just checked it and see what you mean.

Be my guest, choose what ever feels appropriate. are you gonna submit the changes to git?

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walodar
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Re: Dunefolk Rework - Removed Units & Extra Units

Post by walodar » October 24th, 2019, 4:15 pm

Hello,
thanks for all the work on the Dunefolk rework!

One small thing: As far as I can tell, I think that for all older max level units in mainline, the XP requirement for their first AMLA is 50 times their level (and 25 for level 0). Some of the new units do not follow this pattern. This has almost no effect on multiplayer balance and would be more consistent, so it would be nice if you were willing to change this.

Here is a list of all units with unusual XP I found:

New units with max level 3 that currently don't require 150 XP:
Dune Luminary
Dune Harrier
Naga Dervish
Naga Zephyr

New units with max level 2 that currently don't require 100 XP:
Jinn
Roc

Thanks again!

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nemaara
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Re: Dunefolk Rework - Removed Units & Extra Units

Post by nemaara » October 24th, 2019, 5:11 pm

Hello,
thanks for all the work on the Dunefolk rework!

One small thing: As far as I can tell, I think that for all older max level units in mainline, the XP requirement for their first AMLA is 50 times their level (and 25 for level 0). Some of the new units do not follow this pattern. This has almost no effect on multiplayer balance and would be more consistent, so it would be nice if you were willing to change this.

Here is a list of all units with unusual XP I found:

New units with max level 3 that currently don't require 150 XP:
Dune Luminary
Dune Harrier
Naga Dervish
Naga Zephyr

New units with max level 2 that currently don't require 100 XP:
Jinn
Roc

Thanks again!
Fixed, thanks.

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walodar
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Joined: August 8th, 2019, 4:55 pm

Re: Dunefolk Rework - Removed Units & Extra Units

Post by walodar » October 24th, 2019, 5:23 pm

Great, thanks for the quick reaction!

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walodar
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Re: Dunefolk Rework - Removed Units & Extra Units

Post by walodar » October 30th, 2019, 6:21 pm

Sorry to be a nuisance again, I noticed an issue with incorrect image paths for two Dunefolk defense animations:

error display: could not open image 'units/dunefolk/luminary'
error display: could not open image 'new/scorcher+female.png'

Suggested changes:

data/core/units/dunefolk/Luminary.cfg
27c27
< {DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary" {SOUND_LIST:HUMAN_HIT} }
---
> {DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary.png" {SOUND_LIST:HUMAN_HIT} }


data/core/units/dunefolk/Scorcher.cfg
95c95
< {DEFENSE_ANIM "new/scorcher+female.png" "new/scorcher+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
---
> {DEFENSE_ANIM "units/dunefolk/scorcher+female.png" "units/dunefolk/scorcher+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }

Thanks!

Spixi
Posts: 82
Joined: August 23rd, 2010, 7:22 pm

Re: Dunefolk Rework - Removed Units & Extra Units

Post by Spixi » November 2nd, 2019, 7:14 pm

ghype wrote:
October 21st, 2019, 11:56 pm
ok i just checked it and see what you mean.

Be my guest, choose what ever feels appropriate. are you gonna submit the changes to git?
I am not as familar with the new Dunefolk extra units. You are involved more in that project. Maybe you have some ideas for the Dunefolk roster. I am not sure, whether Hornshark has already been tested with the Dunefolk. The current monster unit set should be kept as backup for unknown factions (for example if you play with a non-default era).

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