The War of Terrador: RIP

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

Moderator: Forum Moderators

Post Reply
User avatar
Dragonchampion
Posts: 758
Joined: November 6th, 2007, 7:46 pm
Location: North Carolina

Re: The War of Terrador: Balancing Thread

Post by Dragonchampion »

The Zederian ships
Attachments
The Frigate
The Frigate
gunboat.png (1.31 KiB) Viewed 3321 times
Recon Wasp
Recon Wasp
watcher.png (973 Bytes) Viewed 3319 times
Advanced Fighter
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
User avatar
Dragonchampion
Posts: 758
Joined: November 6th, 2007, 7:46 pm
Location: North Carolina

Re: The War of Terrador: Balancing Thread

Post by Dragonchampion »

And the last 1
Attachments
Anti-Infantry Wasp
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
User avatar
Flameslash
Posts: 633
Joined: December 21st, 2008, 12:29 pm

Re: The War of Terrador: Balancing Thread

Post by Flameslash »

I say make them their own Factions with other Ships. Terrador Space Forces versus Zererian Navy.
User avatar
Dragonchampion
Posts: 758
Joined: November 6th, 2007, 7:46 pm
Location: North Carolina

Re: The War of Terrador: Balancing Thread

Post by Dragonchampion »

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
User avatar
huntermeca31
Posts: 32
Joined: April 5th, 2009, 7:00 pm

Re: The War of Terrador: Balancing Thread

Post by huntermeca31 »

I have play with your era and thing for balance(very cool the new unit :D ):

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)
User avatar
Dragonchampion
Posts: 758
Joined: November 6th, 2007, 7:46 pm
Location: North Carolina

Re: The War of Terrador: Balancing Thread

Post by Dragonchampion »

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
User avatar
mnewton1
Posts: 777
Joined: November 12th, 2008, 4:31 am
Location: On my pretty teal horsey.
Contact:

Re: The War of Terrador: Balancing Thread

Post by mnewton1 »

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!
User avatar
Dragonchampion
Posts: 758
Joined: November 6th, 2007, 7:46 pm
Location: North Carolina

Re: The War of Terrador: Balancing Thread

Post by Dragonchampion »

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.
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
User avatar
mnewton1
Posts: 777
Joined: November 12th, 2008, 4:31 am
Location: On my pretty teal horsey.
Contact:

Re: The War of Terrador: Balancing Thread

Post by mnewton1 »

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!
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: The War of Terrador: Balancing Thread

Post by thespaceinvader »

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.
User avatar
Dragonchampion
Posts: 758
Joined: November 6th, 2007, 7:46 pm
Location: North Carolina

Re: The War of Terrador: Balancing Thread

Post by Dragonchampion »

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
User avatar
thespaceinvader
Retired Art Director
Posts: 8414
Joined: August 25th, 2007, 10:12 am
Location: Oxford, UK
Contact:

Re: The War of Terrador: Balancing Thread

Post by thespaceinvader »

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.
User avatar
Glass Pearl Player
Posts: 19
Joined: February 4th, 2008, 9:19 pm

Re: The War of Terrador: Balancing Thread

Post by Glass Pearl Player »

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.
Spoiler:
Note to developers: This WML code could be considerably shortened if
  • WML had "subtract" in addition to "add"
  • units had a "give experience on kill" and "give experience on combat" value to query.
One could then save 18 lines of code by replacing the if-tag with

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}
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.
"Say 'Disintegrate' one more time, Vaarsuvius. For me." - OotS 626
User avatar
Dragonchampion
Posts: 758
Joined: November 6th, 2007, 7:46 pm
Location: North Carolina

Re: The War of Terrador: Balancing Thread

Post by Dragonchampion »

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
Exasperation
Posts: 462
Joined: June 8th, 2006, 3:25 am

Re: The War of Terrador: Balancing Thread

Post by Exasperation »

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
Post Reply