BEEM - Balancing Extended Era Modification v3.3.2

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maxi
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Joined: August 30th, 2008, 10:57 am
Location: italy

Re: BEEM - Balancing Extended Era Modification v1.1

Post by maxi »

Congratulation Voodoo it's a very very good work :wink: :wink:

From max(wif)

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.1

Post by Voodoo »

Thanks max ^_^

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.2

Post by Voodoo »

Ta-daaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!
I promised you some completely new factions and here it this!!

The new 1.2 versions brings you the Calydonians!!!
The faction has been done by Tydeus, helped by l'Oscuro and all Wesnoth Italian Community (WIF), I just helped them with the balancing.

I also fixed the remaining compatibility problems with EoM and balanced the Minotaurs' Giant Eagle and Roc.

This is the changelog:

-Version 1.2 (09/09/2008)
- New Faction: Calydonians (Balanced All Eras)
- Fixed other compatibility problems with EoM
- Modified Minotaurs:
-Giant Eagle
-prey crush attack: 10-2 -> 9-2
-Roc
-prey crush attack: 12-3 -> 10-3
-boulder drop: 15-1 -> 12-1
-boulder drop: no more slow
- Modified Lavinians:
-Siege Archer
-cost: 27 -> 29
-Sagittarius
-cost: 37 -> 41
- Modified Sidhe:
-Tracker
-cost: 30 -> 31
-Windrunner
-cost: 46 -> 48


Please report here everything you think about BEEM!

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.2

Post by Voodoo »

I started the "Quick BEEM Battle! IV" Tournament.
You can see all details here
http://www.wesnoth.org/forum/viewtopic.php?f=15&t=22158.

I hope you will partecipate, it would help me to improve the balancing.
Thanks :)

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.2

Post by Voodoo »

Velensk wrote:Sapiant has said about what I have thought about it too. As maintainer of EoM, I have worked specificaly on balancing EoM (within itself) for a long time now. It's much better than when I got it, but still not realy near finished yet. Then one day out of nowhere someone comes up and says, "I like this stuff, but it's not balanced, so I'm going to make a balanced version of it!" and makes a large string of of changes I didn't realy read through. I would not have been quite as incredulous if it had just been for EoM, but it seemed to indicate that balancing EoM, EE, Default, and whatever else you've thrown in would be a simple matter of making said list of changes, or adhereing to some point system.

Now I do not know for certain that you are wrong, but my long experiance with the game tells me otherwise.
I sincerely don't understand your point.
It's not only a matter of "making said list of changes".
I mean: imagine you have a perfect balanced map (it doesn't exist, but imagine you have it). A balanced era is an era where all factions are equally strong. That is there isn't a faction that is more strong than another one. Then I think that EE isn't balanced. I started to balance EE. I don't know if EoM is balanced or not, but I had to modify Elementals and Vampires to make them balanced to the BEEM. And the same to other factions like Minotaurs and Lavinians.

But BEEM isn't only this! I want also to improve graphic, the animations, the code, the quality of every single faction! Indeed I want to make all faction funnier and better! For example we are working on remaking one of the original faction on Bfw (I won't tell you which one.... suspance :P )

cretin
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Re: BEEM - Balancing Extended Era Modification v1.2

Post by cretin »

soon it will be battle for BEEM instead of battle for wesnoth! on a nonjoking point, and no offense intended, you seem to balance these factions hellishly fast. how many testers do you have helping you?

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.2

Post by Voodoo »

cretin wrote:soon it will be battle for BEEM instead of battle for wesnoth! on a nonjoking point, and no offense intended, you seem to balance these factions hellishly fast. how many testers do you have helping you?
Eheheheh Battle for BEEM sounds good :lol2:

Seriously, I have more than 10 people who help me with the testing. You can find their nicks on the credit file. And I already have done three "Quick BEEM Battle" Tournaments :) I analized the replays of all match!!
I want also to say that the balancement is constantly improving, for most of factions. So the older is a faction (in BEEM) and better is his balancement :) Newer factions may still have a non perfect balancing ^_^

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.3

Post by Voodoo »

Here it is the new version, the 1.3!
The most important innovation is, as usual, the new faction!
It's the Clockwork Dwarves from the Feudal era! A very beautiful and funny faction, with very high quality graphic!
Other chhanges are fixes of a couple of bugs due to the new ids e light changes to Elementals and Vampire!

Please report me, here, everything you think about BEEM and all bugs you find!
Thanks :)


Changelog:

-Version 1.3 (21/09/2008)
- New Faction: Clockwork Dwarves (Balanced All Eras)
- Various ids tweakes
- Fixed Chaos random_leader bug
- Fixed Dwarvish Fighter advancement bug
- Modified 2p_il_fiume_fortezza map
- Modified Clockwork Dwarves:
-Modified clockworkarmoredBM, clockworkvehicularBM moviments/defences/resistences
-Soldier
-moviment type: clockworkvehicularBM -> clockworkarmoredBM
-Marshall
-cost: 17 -> 28
-Miamist
-clockwork blade: 9-3 -> 10-3
-miasma attack: 7-3 -> 6-3
-Gas Baron
-clockwork blade 10-3 -> 12-3
-miasma attack: 8-4 -> 7-4
-Contraption
-fire resintance: 0% -> -10%
-water resistance: 0% -> -10%
-Golem
-cost: 12 -> 23
-hitpoints: 30 -> 34
-Automation
-cost: 12 -> 35
-hitpoints: 39 -> 43
-Gunner
-cost: 18 -> 31
-Artillery
-cost: 18 -> 45
-Wanderer
-hitpoints: 48 -> 46
-experience: 27 -> 30
-Rambler
-cost: 30 -> 36
-experience: 48 -> 58
-Itinerant
-cost: 16 -> 45
-Greaser
-hitpoints: 50 -> 46
-experience: 27 -> 30
-Oiler
-cost: 19 -> 38
-hitpoints: 65 -> 60
-blaze attack: 30-1 -> 26-1
-fireball attack: 12-2 -> 9-2
-Blazer
-cost: 19 -> 52
-hitpoints: 90 -> 80
-experience: 70 -> 91
-blaze attack: 42-1 -> 34-1
-fireball attack: 12-4 -> 10-3
-Armored Mechanic
-cost: 19 -> 52
-hitpoints: 80 -> 74
-experience: 70 -> 91
-blaze attack: 38-1 -> 30-1
-fireball attack: 12-3 -> 12-2
- Modified Vampires:
-Blood Apprentice
-blade resistance: 0% -> -10%
-fangs attack: 4-2 -> 3-2
-Blood Manipulator
-fangs attack: 5-2 -> 4-2
-blade resistance: 0% -> -10%
-Sangel
-fangs attack: 7-2 -> 6-2
-blade resistance: 0% -> -10%
-Flesh Artisan
-claws attack: 9-3 -> 8-3
- Modified Elementals:
-Animated Rock
-moviment type: EOM_largefoot -> ele_rockfootBM
-Rock Golem
-moviment type: EOM_largefoot -> ele_rockfootBM
-Rock Titan
-moviment type: EOM_largefoot -> ele_rockfootBM
-Vine Beast
-hitpoints: 33 -> 34
-Vine Tiger
-hitpoints: 46 -> 48

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.3

Post by Voodoo »

Did anyone try the Calydonians?

What do you think about them?

Cololi
Posts: 10
Joined: August 11th, 2008, 1:34 am

Re: BEEM - Balancing Extended Era Modification v1.3

Post by Cololi »

HI. I played with the BEEM 1.3 and got an error with gargoyle's advancement.
Could you check it? Thanks.

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.3

Post by Voodoo »

Cololi wrote:HI. I played with the BEEM 1.3 and got an error with gargoyle's advancement.
Could you check it? Thanks.
You are right, it's a bug. Very sorry of it, I'll fix it in the next release.

Thank you very much for your help :)

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.3.1

Post by Voodoo »

Here it is the new release, the 1.3.1 version!

There are some changes to the old EE factions. The most important ones maybe are the ones done to Kalifa, with the Amir with no more marksman. That's becouse the marksman applied to a melee weapon is quite unrealistic and not very good for a livel 1 unit. However, I left him to one of his advancement.

Of course I also fixed the Gargoyle bug.

I also upgraded Gyrocopter and Steamcopter graphic, changed some Naga Hunter's statistics. The same occurred to other units.

I hope you'll enjoy them!
Have fun ;)

Changelog:

-Version 1.3.1 (27/09/2008)
- New Gyrocopter and Steamcopter (Dwarves) graphic
- Fixed Garloyle (Vampires) advancement bug
- Modified Chaos
-Dark Knight
-morning star attack: 17-2 -> 15-2
-Blood Knight
-experience: 77 -> 84
- morning star attack: 23-2 -> 22-2
- Modified Kalifa
-Amir
-cost: 18 -> 17
-long sword attack: no more marksman
-Arif
-hitpoints: 58 -> 56
-experience: 53 -> 60
-Immortal
-cost: 18 -> 48
-shield bash attack: 12-2 -> 16-1
-Mubarizan
-hitpoints: 53 -> 54
-spear attack: 14-2 -> 15-2
-long sword attack: no more marksman
-Rami al Nuri
-fire arrow attack: 8-4 -> 7-4
-composite bow attack: 6-5 -> 5-5
- Modified Steppe Orcs
-Steppe Spearhead
-flail attack: 10-2 -> 11-2
-Steppe Juggernaut
-moviment: 6 -> 5
-Steppe Vanguard
-battle axe attack: 10-3 -> 9-3
-Steppe Khan
-battle axe attack: 10-4 -> 9-4
-Steppe Savage
-frenzy attack: 6-5 -> 7-4
- castle defense: 60% -> 50%
- village defense: 60% -> 50%
- grassland defense: 50% -> 40%
- Modified Northerners
-Orcish Shaman
-curse attack: 7-2 -> 8-2
-Orcish Witch Doctor
-cost: 25 -> 28
-hitpoints: 36 -> 37
-staff attack: 6-2 -> 5-2
-Orcish Warlock
-cost: 25 -> 27
-hitpoints: 38 -> 39
- Modified Nagas
-Naga Hunter
-hitpoints: 30 -> 33
-bow attack: 7-2 -> 6-2
-Naga Assassin
-bow attack: 11-2 -> 10-2
- Modified Outlaws
-Rogue Mage
-cost: 17 -> 18
-missile attack type: cold -> fire
-Shadow Mage
-cost: 50 -> 38
-missile attack type: cold -> fire
-Shadow Lord
-cost: 88 -> 55
-missile attack type: cold -> fire

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Rex Umbrarum
Posts: 85
Joined: August 9th, 2008, 3:41 pm

Re: BEEM - Balancing Extended Era Modification v1.3.1

Post by Rex Umbrarum »

The most important ones maybe are the ones done to Kalifa, with the Amir with no more marksman. That's becouse the marksman applied to a melee weapon is quite unrealistic and not very good for a livel 1 unit. However, I left him to one of his advancement.
I liked the marksman. It doesn't seem the unrealistic IMO, and without a level 1 magic-like unit, the Kalifa will have trouble dealing with an intrenched enemy.

Also, why did you change the shadow mage's bolt to fire? Shadow mages (magi?) magic would seem more similar to that of a dark adept than any of the loyalist mages.
vivantlingvaemortvae

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Divine Crusader
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Joined: September 13th, 2008, 10:49 am

Re: BEEM - Balancing Extended Era Modification v1.3.1

Post by Divine Crusader »

I don't see why must you remove certain units like Naga guardian from the naga faction.
I wouldn't mind seeing some units of your own in this era.
Overall,this rocks.I will keep tracking down your update and perhaps i will try to give you good feed back.
You will never escape from justice if you committed a sin that many won't forgive.
Hide all you want but you can't escape from me.
~Divine Crusader~

Voodoo
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Re: BEEM - Balancing Extended Era Modification v1.3.1

Post by Voodoo »

Rex Umbrarum wrote:I liked the marksman. It doesn't seem the unrealistic IMO, and without a level 1 magic-like unit, the Kalifa will have trouble dealing with an intrenched enemy.
Yeah I know a lot of peolple liked it, but a nomagic-melee-attack with marksman it quite unrealistic. An archer with marksman meams he's very good in aiming, but with a sword? It makes no sense, becouse if you can defend yourself very well, than you can't be hit easily with a sword. My italian feedbackers agreed with me in this, also if not everyone like it.
About the Kalifa, they still have unique skills, such as the best level 1 healer of BEEM :)
Also, why did you change the shadow mage's bolt to fire? Shadow mages (magi?) magic would seem more similar to that of a dark adept than any of the loyalist mages.
It seems but it isn't, imho. That's because the Shadow Mage is a "mix" of a thief and a mage, but a human mage and not a necromancer (neither a pseudo-necromancer like the dark adept).
And I'd like to keep the cold attacks rarer than fire attacks :)
I don't think that changes the Outlaws very much :) However, if you all don't like it, I can change again it and return to the fire attack :)

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