War of Legends [MP Era for Wesnoth 1.10+]

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

Moderators: Forum Moderators, Developers

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby regnak » July 19th, 2014, 7:18 pm

Great thanks a lot!
regnak
 
Posts: 148
Joined: May 17th, 2014, 4:08 pm

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Rhylla » October 14th, 2014, 2:58 am

Lately, I've been having problems starting all of the campaigns with this add-on. Every time I try to do so, I get an error in cfg file and unknown scenario error bug. I've tried replacing the cfg file in one of the campaigns, with limited results, as well as downloading different versions of the era as well, but none of the version you had on the website seem to have worked and I'm running out of ideas. Do you know what could have happened?
Rhylla
 
Posts: 17
Joined: March 6th, 2013, 1:38 am

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Lord-Knightmare » October 14th, 2014, 1:46 pm

Rhylla wrote:Lately, I've been having problems starting all of the campaigns with this add-on. Every time I try to do so, I get an error in cfg file and unknown scenario error bug. I've tried replacing the cfg file in one of the campaigns, with limited results, as well as downloading different versions of the era as well, but none of the version you had on the website seem to have worked and I'm running out of ideas. Do you know what could have happened?


Give me the following details and I can work something out:
1. Which Wesnoth version do you play with? (WOL runs flawlessly on 1.11/1.12)
2. What's the era version?
3. Which campaign(s) were you trying to load?
4. A screenshot.
User avatar
Lord-Knightmare
Forum Regular
 
Posts: 1091
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Rhylla » October 14th, 2014, 2:41 pm

1. 1.11.2, I just switched from 1.11.16 to see if it was the version of Wesnoth that was doing it.
2. 1.1.5, though it was 1.1.51 on the higher version of Wesnoth.
3. A Song of Fire and Aria of the Dragon-slayer. Weirdly enough, the Legend Begins and War of the Jewel don't work either on 1.11.16, but on 1.11.2 they do...
4. Of the error message(s)?
Rhylla
 
Posts: 17
Joined: March 6th, 2013, 1:38 am

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Lord-Knightmare » October 15th, 2014, 8:14 pm

Rhylla wrote:3. A Song of Fire and Aria of the Dragon-slayer.


I should've known... :augh:
Please ask revansurik to change those obsolete codes in the _main.cfg files of his campaigns. There's a missing folder directory.

Weirdly enough, the Legend Begins and War of the Jewel don't work either on 1.11.16, but on 1.11.2 they do...

I haven't got the new Wesnoth version since I'm at the final semester of college, and well, I'm on a wesbreak. I'll investigate this later.
User avatar
Lord-Knightmare
Forum Regular
 
Posts: 1091
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Implementor37 » April 22nd, 2015, 9:22 pm

Something is funny with the Wisp image:
BadWisp.PNG
What's with the "image not found" overlay under the Wisp sprite?
BadWisp.PNG (207.92 KiB) Viewed 2942 times
This wisp is created using WML in the scenario itself...and that overlay stays no matter how many times the wisp moves. Any idea why this happens?
EDIT: probably has something to do with
stderr.txt wrote:' NO_TERRAIN_GFX ' defined
Author of End of the Legion, available now on the 1.12 and 1.13 servers!
Supporter of the addition of the Aragwaithi into mainline.
User avatar
Implementor37
 
Posts: 121
Joined: February 22nd, 2015, 12:41 am
Location: The Internet

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Lord-Knightmare » June 18th, 2015, 1:44 pm

I'm back from my Wesbreak! :D

This wisp is created using WML in the scenario itself...and that overlay stays no matter how many times the wisp moves. Any idea why this happens?
EDIT: probably has something to do with


Most players don't use debug mode in campaigns and so that problem is insignificant. However, it arises due to deprecated code. I'm updating WoL, starting with the animation syntax. This will be a long and tedious task, slowed by the development of HoI1 (the campaign that will start the 5 campaign series centring on Jahin and the Second Elemental War). :)
User avatar
Lord-Knightmare
Forum Regular
 
Posts: 1091
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Lord-Knightmare » December 10th, 2015, 8:07 am

Version 1.1.7 has been uploaded to the servers today.

Spoiler:


I'm requesting all UMC creators who are using WoL as a dependency to update their add-ons to this release.
This release can be considered as a long term stable release (that is, it won't be needing any major updates). Now, I should get all the animations up to date.
User avatar
Lord-Knightmare
Forum Regular
 
Posts: 1091
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Gyra_Solune » December 20th, 2015, 6:18 am

Huh, why'd you change the pretty neat-looking Roc to a blue-colored falcon? If it needed to be nerfed a bit you could've easily just toned down the existing Roc to a normal level 1.
User avatar
Gyra_Solune
 
Posts: 263
Joined: July 29th, 2015, 5:23 am

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Lord-Knightmare » December 20th, 2015, 3:33 pm

Gyra_Solune wrote:Huh, why'd you change the pretty neat-looking Roc to a blue-colored falcon? If it needed to be nerfed a bit you could've easily just toned down the existing Roc to a normal level 1.


Hmm, maybe I should buff the Blue Falcon to a level 1. I might have removed the Roc because I thought it did not fit very well with the rest of the faction. Then again, if better graphics came along, I might change the faction recruit list again in a future release.
User avatar
Lord-Knightmare
Forum Regular
 
Posts: 1091
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Gyra_Solune » May 24th, 2016, 1:08 am

Hmmmmm...some other general notes on balance:

- On the whole, I think the damage 'floor' is too high - almost every faction has a basic grunt unit that's doing a base damage of 24-ish as opposed to default where the norm is 20. However, HP values on the whole are still pretty much the same as default. Whereas typically in default it requires three units at the very least to defeat one unit in a single turn, and examples like the Loyalist Spearman and some of the Drakes are carefully-balanced exceptions for it being two units, here it seems like the base is two, which completely shakes up the dynamic of the game and greatly increases the odds that matches will be decided by how the RNG goes. This is only enhanced considering you have two factions that overall have much LOWER HP than normal, the Aragwaithi and Windsong. I would highly advise reducing the base strength most basic infantry units and having anything above 20 be rare edge cases. I'll define what I think should be damage floors when I talk on each faction.

- On the Aragwaithi, that problem is kind of there but not as much, because they're distinctly a glass cannon sort of faction, but I can't really say for certain. I think the Swordsman could stand to be 5-4 and have just a touch more HP, maybe 36-ish, since they turn into defensive units, while the Spearman ought to be more classified as the lightweight hunter and possibly brought down to 32 HP. On the Swordsman, the Guard also ought to have a little bit less HP since Steadfast more means each point of HP is worth more, so having it also be the highest-HP unit in the faction is a little much. Putting them below the Pikeman line might be a good idea. I suggest 48 and 60 for the Shield Guard.

- I'm a little bit uncertain on the Dark Legion as a whole? To me they look too much like 'the Loyalists, but Chaotic (also more powerful). In general they look a little bit boring too? I'd advise basing them around the absolutely fantastic-looking units from Era of Chaos (sans the Bowman who doesn't have much of a purpose with the Gunner around). I do think there's slightly too many units in the EoC Legion, of course, they probably don't need those weird drone things, but yeah.

- The Loyalist changes are a touch odd but I sort of get it, I suppose? Maybe tone the Infantryman down to 5-4? Don't get why they lost the Fencer too.

- Minotaurs are odd, for certain. I can't get a good handle on them. My thoughts in general: Up the Boar Rider line to 8 MP, and axe the Falcon entirely. Remove the swamp invisibility from the Gnolls but give them instead favorable movement on watery terrain. The Cutthroat is...odd. As is it's basically a weaker but slightly more resilient version of the Gore with a slowing attack. I dunno what to do with this one. Gore's a bit too powerful as mentioned...I like the idea of a 10-2 base melee, personally.

(will be more but things came up)
User avatar
Gyra_Solune
 
Posts: 263
Joined: July 29th, 2015, 5:23 am

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Lord-Knightmare » May 24th, 2016, 5:01 pm

- On the Aragwaithi, that problem is kind of there but not as much, because they're distinctly a glass cannon sort of faction, but I can't really say for certain. I think the Swordsman could stand to be 5-4 and have just a touch more HP, maybe 36-ish, since they turn into defensive units, while the Spearman ought to be more classified as the lightweight hunter and possibly brought down to 32 HP. On the Swordsman, the Guard also ought to have a little bit less HP since Steadfast more means each point of HP is worth more, so having it also be the highest-HP unit in the faction is a little much. Putting them below the Pikeman line might be a good idea. I suggest 48 and 60 for the Shield Guard.

Most balancing changes are copied directly from The Era of Chaos. However, if separated balancing changes are required, I will look into it.

- I'm a little bit uncertain on the Dark Legion as a whole? To me they look too much like 'the Loyalists, but Chaotic (also more powerful). In general they look a little bit boring too? I'd advise basing them around the absolutely fantastic-looking units from Era of Chaos (sans the Bowman who doesn't have much of a purpose with the Gunner around). I do think there's slightly too many units in the EoC Legion, of course, they probably don't need those weird drone things, but yeah.


Copied it directly from the base add-on (not Ageless Era). Didn't make any balancing changes apart from the Gunner's ranged damage and attack number and replacing Naga Fighters with Naga Guardians. The Gunner was probably a substitute for the mage, since the Dark Legion has no magic users. As story goes, the faction outlawed the practice of magic after the events of the First Elemental War. See Timeline.

The Loyalist changes are a touch odd but I sort of get it, I suppose? Maybe tone the Infantryman down to 5-4? Don't get why they lost the Fencer too.

Never really liked the Fencer. Never used it. So, I didn't add it. This version of Loyalists is probable my version of the faction, adapted to my play-style. If the Fencer should be made recruitable, please run a poll.

Minotaurs are odd, for certain. I can't get a good handle on them. My thoughts in general: Up the Boar Rider line to 8 MP, and axe the Falcon entirely. Remove the swamp invisibility from the Gnolls but give them instead favorable movement on watery terrain. The Cutthroat is...odd. As is it's basically a weaker but slightly more resilient version of the Gore with a slowing attack. I dunno what to do with this one. Gore's a bit too powerful as mentioned...I like the idea of a 10-2 base melee, personally.


The faction is mostly for my campaigns. I changed the stats of the Rouser-line (removed ranged attack, increased melee damage as compensation). The rest of it is unchanged from the Era of Strife (which is based on The Silver Lands and the region is supposed to be explored in my campaigns).

- On the whole, I think the damage 'floor' is too high - almost every faction has a basic grunt unit that's doing a base damage of 24-ish as opposed to default where the norm is 20. However, HP values on the whole are still pretty much the same as default. Whereas typically in default it requires three units at the very least to defeat one unit in a single turn, and examples like the Loyalist Spearman and some of the Drakes are carefully-balanced exceptions for it being two units, here it seems like the base is two, which completely shakes up the dynamic of the game and greatly increases the odds that matches will be decided by how the RNG goes. This is only enhanced considering you have two factions that overall have much LOWER HP than normal, the Aragwaithi and Windsong. I would highly advise reducing the base strength most basic infantry units and having anything above 20 be rare edge cases. I'll define what I think should be damage floors when I talk on each faction.


I made significant changes to the Windsong, so I am looking for more feedback on that faction. See change-log for the edits made.

Finally, thank you for taking an interest in offering some balancing tips. I thought nobody would ever reply to this thread again since the last post is from 5 months ago.
User avatar
Lord-Knightmare
Forum Regular
 
Posts: 1091
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Re: War of Legends [MP Era for Wesnoth 1.10+]

Postby Lord-Knightmare » June 12th, 2017, 11:42 am

Any thoughts on replacing the Blue Falcon in the Minotaurs faction with the Mermaid Initiate/Hunter line?
User avatar
Lord-Knightmare
Forum Regular
 
Posts: 1091
Joined: May 24th, 2010, 5:26 pm
Location: Somewhere in the depths of Irdya, gathering my army to eventually destroy the known world.

Previous

Return to Faction & Era Development

Who is online

Users browsing this forum: No registered users and 3 guests