Era of Invasions (demons, celests...)

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

Moderators: Forum Moderators, Developers

User avatar
Dugi
Posts: 4955
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Era of Invasions (demons, celests...)

Post by Dugi »

How about giving the demons a weakness to a certain kind of physical damage? When you informed that their skin is frog-like, and while impacts and piercing blows will slip on it easily, a blade would cut it like butter. And each faction would have some specialist units to harm them. Cold demons are made of ice, therefore they should have a weakness to impact, because ice breaks easily. To balance them against drakes, cold demons should be also badly vulnerable to fire - fire is usually like 1500°C above the regular temperature, while hellishly cold cannot be even 300°C bellow the regular temperature, also in other games, cold isn't everywhere effective against creatures of fire, but fire is always affective against creatures of ice (e.g. Pokémon).

User avatar
francophone
Posts: 393
Joined: February 20th, 2010, 2:19 pm

Re: Era of Invasions (demons, celests...)

Post by francophone »

Demons do not have all the same physical resistances. But it is less compared to magical resistances.
The units of ice most vulnerable to fire and impact, this is the case of my ice celests.
But I just want that demons are original in their resistance, that they are no similar to drakes and / or undeads.
I cause you to panic but I plan to other extreme factions in their resistances. And some even worse. Including a race (not all the faction) very resistant to impact and pierce but without resistance to cutting and vulnerable to fire (and arcane).
But not right away. One faction is mainly intended for a campaign (including a new type of attack against them) and will not need to be perfectly balanced. Probably not in the main eras (special era with this faction ?)
And then the next faction, which it should be balanced, it is the hybrids of celests and demons, who are between the two races and therefore much more hp and above average resistance.



--------------------------

I looked in the loyalists-aoh faction, and, surprise, no healer in the recruitment pattern: "recruitment_pattern = fighter, fighter, fighter, archer, mixed fighter, scout".
While the lights and white mages have type "healer" not mixed fighter.

I find it strange, is not it?

So I think change the recruitment pattern in my era aoh.

User avatar
francophone
Posts: 393
Joined: February 20th, 2010, 2:19 pm

Re: Era of Invasions (demons, celests...)

Post by francophone »

dugi wrote:I'd like to suggest you to use the demon names from IftU, they should be named, they are not mindless like undead.
I had forgotten about it.
I have put the orcish names to demons and elvish names to celests (when create the race files, it's not new).
Maybe the demon names from IFTU are most suitable. I'll watch. But the names on my side work, is that this is not the case with you?


Edit: demons names changed by demon names from IFTU

User avatar
Dugi
Posts: 4955
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Era of Invasions (demons, celests...)

Post by Dugi »

I cannot remember if they worked or not, if you say they worked for you, so they probably did work on my machine as well.

User avatar
francophone
Posts: 393
Joined: February 20th, 2010, 2:19 pm

Re: Era of Invasions (demons, celests...)

Post by francophone »

So I changed the recruitment model for the Loyalists aoh. And it's good ...
Except that I had changed the faction in the wrong era. In fact, the faction aoh of the core works well. Loyalists recruited many white mages against the demons.
I had the hp of soul collector and soul devourer reversed. I changed all units with a sting. In particular the poisoner.

User avatar
Dugi
Posts: 4955
Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
Contact:

Re: Era of Invasions (demons, celests...)

Post by Dugi »

The AI recruits units also depending on the enemy recruits, not just on the recruitment pattern.
It can be exploited for example that when playing with undead against northerners, you can first recruit a load of skeletons, the enemy will recruit a ton of trolls, and then you will recall ghosts and have fun.

User avatar
francophone
Posts: 393
Joined: February 20th, 2010, 2:19 pm

Re: Era of Invasions (demons, celests...)

Post by francophone »

I know. But the pattern of recruitment is also important.
I just change it to the AI ​​recruits rabid demons. I told him to recruit some "berzek" (and I have given this type at rabid demon). Now it recruits them. Otherwise the AI ​​must be regarded as worse than other "fighter"s and do not recruit them. The AI ​​does not understand the strategic value of berzek. He sees that rabid is a weaker unit striking less strong than the soldiers and then chooses the soldiers that cost egual.
To choose between fire or colddemons, automatic recruitment works well. My demons have two lines of units of type = "archer"(ranged fighter): the soul suckers and the burn demons. Against the undead AI recruits only burn. Against drakes is other unit. Same for mixed fighters: They are the hunters and the AI ​​chooses fire or cold depending on the enemy.

User avatar
francophone
Posts: 393
Joined: February 20th, 2010, 2:19 pm

Re: Era of Invasions (demons, celests...)

Post by francophone »

Add-ons updated. I think the first two factions are almost to the point. The celests probably needs to be better balanced (they must be tested in situation for that). And still miss the attack icon for the staff of the wind celests (5 units but one icon probably suffices).

A short film for see the death animation (and effect) of celest healers.
Attachments
Carte_utilisateur_revoir_la_partie.gz
(6.57 KiB) Downloaded 170 times

Post Reply