Khalifate gameplay thread (feedback on balance and bugs)

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csarmi
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by csarmi » October 17th, 2011, 6:47 pm

Two more games.
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Superking
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by Superking » October 31st, 2011, 9:43 am

I hope this does get merged with standard someday :)
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by Cackfiend » November 1st, 2011, 5:17 am

Played an UD vs Khal game with Cremember tonight, first game ive played in almost 9 months =D



the fire melee/fire ranged units are pretty OP vs ud
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by Great_Mage_Atari » November 4th, 2011, 12:44 am

Arifs are way too overpowered. They have not only a 11-2 base attack at Lv. 1, but also marksman and the lawful ability, giving even some lawful opponents no chance at retaliation.

csarmi
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by csarmi » November 4th, 2011, 4:43 pm

They are 9-2 blade. The same damage as a grunt, but marksman, armor, and 18 gold.

They are the Khalifate's ONLY reliable weapon to remove units from high defense.

Now melee marksman sounds nice, but it is actually less useful than ranged marksman, because most village holder units have a decent melee attack and they will take retaliation.

Now as for giving no chance to retaliation, I don't understand that. The only unit with no melee is an adept.

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Superking
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by Superking » November 8th, 2011, 9:15 am

arifs dont seem overpowered, just a solid counter to elusive types. Out of interest, what is consider imbalanced about the faction atm?
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by khorne-flakes » November 9th, 2011, 12:41 pm

for me, the issues in logic are refered to jhundi,s. I dont understand how this guy being on foot has same speed than t khaiyals, think 5 mp base should be better, and the horse one more movement maybe, anyone thinks that,s reasonable?, bye

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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by Temuchin Khan » November 10th, 2011, 2:42 pm

Lhurgoyfyy wrote:for me, the issues in logic are refered to jhundi,s. I dont understand how this guy being on foot has same speed than t khaiyals, think 5 mp base should be better, and the horse one more movement maybe, anyone thinks that,s reasonable?, bye
The Khaiyal is slower than an average horseman because he is a heavy armored man on a heavy armored horse. Think of him as the mounted version of the Heavy Infantryman and it'll make more sense.

As for the Jundi, he is a lightly armored infantryman, so he moves faster than the average foot soldier.

csarmi
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by csarmi » December 14th, 2011, 7:56 pm

bomp :)

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Wintermute
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by Wintermute » December 14th, 2011, 8:20 pm

csarmi wrote:bomp :)
I'm glad people are still paying attention. ;)

I've been crazy-busy this fall with RL stuff. I'm really optimistic that I can have some quality time to get back working on these guys AND get back to playing some over the holidays and next year. Hang in there and this will start moving again in a few weeks!
"I just started playing this game a few days ago, and I already see some balance issues."

csarmi
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by csarmi » December 30th, 2011, 9:33 pm

Hello,

I'm helping out with the project.

First of all, WTT tourney is going and we're doing the balancing (that provides a lot of tests and input): http://forums.wesnoth.org/viewtopic.php ... 28#p517228

There is a temporary version up on the add-on server called Temp_Khalifate. This version contains a lot of input from various sources (including Wintermute, of course) and features Khalifate as some units changed to liminal.
Changelog: http://pastebin.com/hwHB0hAm
IRC: ##khalifate

Máté

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SigurdFireDragon
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by SigurdFireDragon » December 31st, 2011, 7:53 am

Could the next version have the [multiplayer_side] data put in it's own file like for the factions in /multiplayer/factions? That way, UMC authors could add support for the Khalifate in 1.10 if the player has the era, using #ifhave.

csarmi
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by csarmi » December 31st, 2011, 10:27 am

Wasn't it that way in 1.9.9?
How was it solved then?
I'm not very familiar with add-ons yet, but I'll check it out (and Wintermute is supposed to have more time from mid-January).

So, we'll see what we can do. Surely when 1.10 comes out there will be a new revision made (don't know when that would be) and the plan is to keep improving it regularly (with the new information gained from playtesting).

Anonymissimus
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by Anonymissimus » December 31st, 2011, 4:15 pm

SigurdFireDragon wrote:Could the next version have the [multiplayer_side] data put in it's own file like for the factions in /multiplayer/factions? That way, UMC authors could add support for the Khalifate in 1.10 if the player has the era, using #ifhave.
Can't you use the ERA_KHALIFATE macro and #ifhave ~add-ons/Era_Khalifate/_main.cfg? I created that specifically for UMC eras which are modifications of existing eras (adding [event]s). You probably could put the whole ERA_KHALIFATE block into a wml variable and then extract the contained multiplayer_side.

There probably should be some design guides for these things. I recently met a similar problem which would have been way better if the referenced addon had a better structure.

EDIT
Done in umc-dev r12643. I also used my own addon era to check that it's usable. However, there is a major caveat: In networked multiplayer, I don't see a way to check whether the remote clients have Era_Khalifate installed or to make sure that they have it installed to be allowed to join a game which references Era_Khalifate (since #ifhave works only on the host). Thus, if another addon creates any Khalifate unit, clients which don't have Era_Khalifate will get kicked with unknown unit type error (as usual). In local multiplayer this problem can't occur of course so it's anyway worthwile to add the feature.
projects (BfW 1.12):
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The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
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csarmi
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Re: Khalifate gameplay thread (feedback on balance and bugs)

Post by csarmi » January 28th, 2012, 12:00 pm

Thanks a lot, Anonymissimus.

Update: current version (with khalifate as liminal) has been uploaded to the 1.10 server. The addon is called Era_Khalifate, current version is 2.0.1.

It is (currently) identical to the temporary version (called Temp_Khalifate), but this is going to change.

For future reference, use the Era_Khalifate addon ONLY.
If you have other khalifate addon installed (Temp_khalifate or even earlier versions), please remove them. As they probably use the same unit ideas as this one, they will clash (and will cause out of sync errors).

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