The War of Terrador: RIP
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- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
The Zederian ships
- Attachments
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- The Frigate
- gunboat.png (1.31 KiB) Viewed 3321 times
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- Recon Wasp
- watcher.png (973 Bytes) Viewed 3319 times
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- Advanced Fighter
- raven.png (2.05 KiB) Viewed 3321 times
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
And the last 1
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- Anti-Infantry Wasp
- grappler.png (1.43 KiB) Viewed 3320 times
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- Flameslash
- Posts: 633
- Joined: December 21st, 2008, 12:29 pm
Re: The War of Terrador: Balancing Thread
I say make them their own Factions with other Ships. Terrador Space Forces versus Zererian Navy.
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
That would make the game too complicated. Stick to KISS. Don't 4get, these will all be ships you can get from leveling up a fighter ONLY, making leveling the fighters up more important.
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- huntermeca31
- Posts: 32
- Joined: April 5th, 2009, 7:00 pm
Re: The War of Terrador: Balancing Thread
I have play with your era and thing for balance(very cool the new unit ):
Repair satellite should be 7-4 or 6-5
T-09b destroyer should be 6-6 or 7-6
Raven was not very powerfull for a Level2. His power should be 8-3
Sniper was too powerfull. 14-2 or 10-3 should be better.
Continue this good era ( One of my favorite)
Repair satellite should be 7-4 or 6-5
T-09b destroyer should be 6-6 or 7-6
Raven was not very powerfull for a Level2. His power should be 8-3
Sniper was too powerfull. 14-2 or 10-3 should be better.
Continue this good era ( One of my favorite)
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
I compromised for the Destroyer; I put it to 12-5. Anyways, I would like to get rid of the poison effect of the Sniper line, but I can't think of any other anti-infantry effect. Any Ideas, guys?
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- mnewton1
- Posts: 777
- Joined: November 12th, 2008, 4:31 am
- Location: On my pretty teal horsey.
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Re: The War of Terrador: Balancing Thread
How about an abilities called lodged. were the bullet gets lodged in the body and slows the unit until it is healed in a village of but a medic. But unlike slow it will continue until healed. what do you think? Better name needed though
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
I was thinking more like instant kill, as snipers sometimes get headshots. This wouldn't work against mechanical units, though.
Then again, maybe Bleeding? That way, the sniper could "wing" an enemy, and they would die of blood loss unless healed.
Then again, maybe Bleeding? That way, the sniper could "wing" an enemy, and they would die of blood loss unless healed.
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- mnewton1
- Posts: 777
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Re: The War of Terrador: Balancing Thread
The bleeding idea would work fine. Also maybe your sniper should have a head shot were he only has 20% chance to hit but if it hits it is an instance kill.
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
- thespaceinvader
- Retired Art Director
- Posts: 8414
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Re: The War of Terrador: Balancing Thread
Future snipers would probably have weapon which stand a good chance of doing catastrophic damage to vehicles as well - even today there are such rifles. They're too big to be easily man-portable in battle, but they do exist and they do a LOT of damage... A low CTH extremely high damage (or insta-kill) attack would be an interesting one, but I'd also give him a standard accuracy attack too, to give strategic options.
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
I never thought of that! I'm going to go investigate WML now to see if the instant kill is possible. I never even thought to add a second attack for those who don't want to use the instant-kill one!
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
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Re: The War of Terrador: Balancing Thread
If it's not directly (which it might well be), simply use an amount of damage that very few units will survive (100 would probably be enough, 1000 would be plenty...)
http://thespaceinvader.co.uk | http://thespaceinvader.deviantart.com
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
- Glass Pearl Player
- Posts: 19
- Joined: February 4th, 2008, 9:19 pm
Re: The War of Terrador: Balancing Thread
The instakill can be done in WML. The following code (which should work) creates a fake weapon special and a corresponding event. On attack, the special has a 1 in 5 chance for an instakill, AND he gets the corresponding experience. You might want to change this for balancing reasons. Hope this is helpful.
Note to developers: This WML code could be considerably shortened if
Or am I missing something obvious?
EDIT: However, can the AI handle such an ability? Can it be told to avoid these units? Giving it simply an insane damage value as previously suggested may be not so cool, but easier to work with. Maybe give it a unique damage type that infantry units do not resist (or have insanely negative resistance), but mechanical units resist extremely well.
Spoiler:
- WML had "subtract" in addition to "add"
- units had a "give experience on kill" and "give experience on combat" value to query.
Code: Select all
{VARIABLE_OP unit.experience add $second_unit.gives_exp_on_kill}
{VARIABLE_OP unit.experience subtract $second_unit.gives_exp_on_fight}
EDIT: However, can the AI handle such an ability? Can it be told to avoid these units? Giving it simply an insane damage value as previously suggested may be not so cool, but easier to work with. Maybe give it a unique damage type that infantry units do not resist (or have insanely negative resistance), but mechanical units resist extremely well.
"Say 'Disintegrate' one more time, Vaarsuvius. For me." - OotS 626
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
So I just copy and paste the code above that is in the spoiler in my Abilities Section for it to work?
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
-
- Posts: 462
- Joined: June 8th, 2006, 3:25 am
Re: The War of Terrador: Balancing Thread
I would think it would be simpler to do something like this, and let the normal combat code handle the kill and exp:
Code: Select all
#define EVENT_HEADSHOT
[event]
name=attacker_hits
first_time_only=no
[filter_attack]
special=head_shot
[/filter_attack]
[filter_second]
[not]
race=mechanical
[/not]
[/filter_second]
{RANDOM 0,0,0,0,1}
[if]
[variable]
name=random
equals=1
[/variable]
[then]
{VARIABLE second_unit.variables.damage_taken $second_unit.hitpoints}
{VARIABLE second_unit.hitpoints 0}
[unstore_unit]
variable=second_unit
text=$second_unit.variables.damage_taken
{COLOR_HARM}
[/unstore_unit]
[/then]
[/if]
[/event]
#enddef