Ageless Era - Current Version: 4.26

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MattDakka
Posts: 145
Joined: April 9th, 2009, 1:45 pm
Location: Italy

Re: Ageless Era - Released Version 4.1

Post by MattDakka »

I have the latest Wesnoth release, 1.8.1 and the latest Ageless Era, the Anakes' Curse trait doesn't work.
Favourite Eras: Ageless Era; Eastern Europe at War.
Favourite MP Map: Creep War.

seb
Posts: 22
Joined: March 11th, 2010, 1:52 pm

Re: Ageless Era - Released Version 4.1

Post by seb »

The attack animations of the windsong scribe line and some therian ones aren't working.

To fix the windsong ones you have to move the following files in the "images/halo/" folder
all "cipher*.png", "death*.png", "memory*.png" and "sorrow*.png" files (70 in total)
into a newly created "windsong/" subfolder ("images/halo/windsong/").

Now from the same folder move the
"aura-n*.png" files and the "monkaura-n*.png" files to a newly created "therian" subfolder (20 files).

Then replace the "anim_macros/general_utils.cfg" with the one I attached to this post.
general_utils.cfg
fixed attack animations
(8.36 KiB) Downloaded 157 times
Finally go to the "images/units/windsong/" folder and make 3 copies each of the "arbiter.png" and "librarian.png" and name them "<unitname>-magic-1.png", "<unitname>-magic-2.png" and "<unitname>-magic-3.png". Otherwise the unit will become invisible while attacking. ^^
As a last minor fix you may also delete the current 3 "runeforger-magic-#.png" and replace them with "runeforger.png" since their dresses are different, which also looks strange while attacking.

DerTod
Posts: 24
Joined: January 5th, 2008, 9:23 am
Location: Germany

Re: Ageless Era - Released Version 4.1

Post by DerTod »

The Despair Statue causes a crash when advancing to lev 2 (Phantom Stone)

To detect leveling crashes, wouldn't it be possible to define a testmap with an event, that creates all possible unit-types per side and automatically advance them to the next level.

The wml-logic could be something like that:

Code: Select all

[event name=ai turn]
  # 1. automatically create all recruitable units
  {foreach recruitable unit.type}
    # create current unit as often as advance_to-possibilities
    {foreach recruitable unit.type.advance_to}
      place unit.type on map (unit.id (or name)=current unit.type.advance_to)
      allow recruitment of unit.advance_to
      disallow recruitment of unit.type
    {recruitable unit.type.advance_to}
  {next recruitable unit.type}
  # now we have at least one unit of each unittype (normally lvl0 and lvl1)

  # 2. advance each unit on map to next lvl
  {foreach unit on map}
    advance unit to unit.id (or name)
  {next unit on map}
[/event]
After the first round we have all units leveled-up from lvl0->lvl1 / lvl1->lvl2
In the secound round we have all units leveled-up from lvl1->lvl2 / lvl2->lvl3
...
At least after 4 rounds (lvl0->lvl4) all possible advancements should be tested.

My wml-skills are not so good. So maybe someone else could script this.

Maybe the following code could be useful for this script (it costs me about two days :? ).

Code: Select all

    # Event to allow recruitment of all next level unittypes of all recruitable units
    [event]
        name=allow_recruit
        first_time_only=no
        [store_side]
            side=$side_number
            variable=stored_side
        [/store_side]
#                {DEBUG_MSG $stored_side.recruit}
        [set_variables]
            name=recruitable_types
            [split]
                list=$stored_side.recruit
                key=recruitable_type
                separator=,
#                        remove_empty=yes
            [/split]
        [/set_variables]
#                {DEBUG_MSG $recruitable_types.length}
        {FOREACH recruitable_types type}
            [unit]
                type=$recruitable_types[$type].recruitable_type
                side=$side_number
                to_variable=unit_tmp
            [/unit]
            [allow_recruit]
                type=$unit_tmp.advances_to
                side=$side_number
            [/allow_recruit]
            {CLEAR_VARIABLE unit_tmp}
            
#                    {DEBUG_MSG $unit_tmp.type}
#                    {DEBUG_MSG $recruitable_types[$type].recruitable_type}
        {NEXT type}
        {CLEAR_VARIABLE recruitable_types}
        {CLEAR_VARIABLE stored_side}
    [/event]

seb
Posts: 22
Joined: March 11th, 2010, 1:52 pm

Re: Ageless Era - Released Version 4.1

Post by seb »

Upgrade for the Windsong Envoy to Windsong Herald is broken, causes crash.
Change in file "units/_EOM_units/windsong/c2_Envoy.cfg"
line 20: from "AE Windsong_Herald" to "AE Herald"

fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Ageless Era - Released Version 4.1

Post by fog_of_gold »

@DerTod:
I think you missunderstood the {FOREACH} macro. The syntax is:
{FOREACH array counter}
In which the variable 'array' is an array and the variable 'counter' is a variable will store the current number of how often this was already repeated. {NEXT} is just used {NEXT counter}. Also, variables have to have a '$' before because else, the game will think, it's a string and it'll cause an invalid command (add=type).

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IPS
Posts: 898
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

Re: Ageless Era - Released Version 4.1

Post by IPS »

The Essedarius of Minutus is overpowered:

7-2 mele blade
7-3 ranged pierce

hp 42
MP 8
Cost: 18

Notes: it haves 50% in hills and forest and 60% in villages and castles. It haves 10% res to pierce, blade and impact and arcane.

7-3 and 7-2 is to much for a scouting unit. It should have 5-3 ranged pierce and 40 hp.



Another unit what is overpowered is the Ceresian Crossbowman

4-3 blade mele
10-2 pierce ranged

hp 32
MP 5
cost: 14??

It should do 9-2 and cost 15 because with the changes does the same dammage than a thunderer but with differents strikes and no res.


The Latronis of the same faction than the essedorius should be a lv1 unit not a lv0, but with more hp. It haves also better mele atack than the orcish archer and the same pierce ranged dammage. But it does 1 less dammage with the fire arrow. With the changes should cost 15 (because it haves better mele than the orcish archer and almost the same ranged)


Hmmmm... Ukian Regular should do 7-3 mele not 8-3 mele ...


Another thing, Ukinians needs a strong impact atack unit because an spamming of skeletons eat them. These changes does the faction more balanced ;)
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.

DerTod
Posts: 24
Joined: January 5th, 2008, 9:23 am
Location: Germany

Re: Ageless Era - Released Version 4.1

Post by DerTod »

fog_of_gold wrote:@DerTod:
I think you missunderstood the {FOREACH} macro. The syntax is:
{FOREACH array counter}
In which the variable 'array' is an array and the variable 'counter' is a variable will store the current number of how often this was already repeated. {NEXT} is just used {NEXT counter}. Also, variables have to have a '$' before because else, the game will think, it's a string and it'll cause an invalid command (add=type).
the first code block is just pseudo code. It's just to make the idea clear.

seb
Posts: 22
Joined: March 11th, 2010, 1:52 pm

Re: Ageless Era - Released Version 4.1

Post by seb »

Yet another Windsong issue: Random Leaders for Windsong is faulty.

"AE_factions/default/default-myths.cfg":
in the "random_leader" line it says "AE Prophet" but should be "AE Prophetess"

ahyangyi
Posts: 34
Joined: February 9th, 2010, 1:00 pm

Re: Ageless Era - Released Version 4.1

Post by ahyangyi »

First, let me report a new bug: The "AE Wind Elemental" has a placeholder image, and crashes the game when updating.
Then, let me repeat the request to remove all energy attacks. They are obsolete everywhere, aren't they?
Finally, I've heard that almost everything in Ceresian is imba. I strongly suggest a systematic analysis to be done to these existing factions, they help a lot.

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IPS
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Location: Venezuela

Re: Ageless Era - Released Version 4.1

Post by IPS »

Orcish Ruler (leader) is overpowered.

9-3 blade mele
6-3 pierce ranged

hp 60
(Very Very High)
MP: 6 (WTF?!)
Leadership

OK.... Its a lieutenant with 20 more hp and 1 more mele and ranged dammage. It isnt balanced.


Orcish Rider is so unbalanced.

9-2 blade mele
7-2 impact mele charge

hp 36
MP 6
cost: 15??

It does the same mele dammage than a calvary and it haves a charge impact atack, it should cost 18. Its so much more useful againist undeads than the calvary. This unit also haves 50% in some terrains, so that compenses thre resistances. But it haves 6 MP so it should cost 18 and not more.
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.

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mnewton1
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Re: Ageless Era - Released Version 4.1

Post by mnewton1 »

Thanks for the replys.I am at the beach an have about 5 miniutes of internet. I will not be able to reply.
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!

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IPS
Posts: 898
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

Re: Ageless Era - Released Version 4.1

Post by IPS »

Desert elves needs a more cheap impact atack unit atack.

Why not these lv0 Mud crawlers??

2nd, the Desert elvish archer needs to cost 16 because 6-2 mele and 4-4 is less useful than 5-2 mele and 5-4 ranged.

A friend told me the Desert elves needs a magic unit like the Mages of the rebels, maybe that would be useful to balance the faction againist the undeads and againist the trees.


Other thing, for balancing, the Steelhive era is unpowered, needs to be a more stronger faction. Them can beat only other Steelhive players.

Tomb Guards are overpowered. There are their stats:

6-3 pierce mele
5-1 cold ranged

hp: 38
MP:5
cost: 15??? (WTF)

Resistances: -30% arcane, 10% blade, 0% cold, -10% fire, 20% res impact and 30% res pierce.

Hability: Steadfast.

Notes: this unit haves 50% of def in plains and everywhere.

OK, 50% in plains is very high, that is a great bonus, but them have 50% in castles too, but you can lead the fight to be in the flat... These units should cost 1 more gold becuase the 50% def in the plains.
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.

Dream_Merchant
Posts: 19
Joined: April 6th, 2010, 2:17 pm

Re: Ageless Era - Released Version 4.1

Post by Dream_Merchant »

The Fire Faerie is missing from the Sylvan leader side. There is a question mark in its place and if you select it as leader it gives an error that it can not find the Fire Faerie.

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IPS
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Re: Ageless Era - Released Version 4.1

Post by IPS »

Lady o War of Eltirean is overpriced.

3-3 mele blade
4-5 pierce ranged

hp: 28
MP: 6
cost: 19??

Her low hp should be compensed by the 6 MP, but it continues liking very expensive, It should cost 17 or 18.


Bug of Ageless era here, when I wanted to upgarade the Elementalist:
Spoiler:

And if you see the description of the units of the Eltirean faction, you will see any of these units can level up, because any unit dont have "Advancement to" :O

This is indeed a bug, you need to fix it.
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.

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mnewton1
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Re: Ageless Era - Released Version 4.1

Post by mnewton1 »

Thanks.

I am back and will begin working on all of these right away.
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!

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