The Golden Age
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- ForestDragon
- Posts: 1771
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: The Golden Age
ok, i guess a bonus pair of villages (1 on each side) will do (btw, more spread villages means less crowded fighting around them ) btw, i fixed campfires not working for side 2Paulomat4 wrote:Hey,
As you didn't have time to finish our Match, i replayed the entire scenario while playing both sides. I went Undead and elves. The elvish side definitely had it easier than the undead, although those weren't fairing that Bad as well. I guess that's due to the lack of healing they have. I don't know how, but maybe you could Code something to counter this advantage. Or you could place more villages. That would reduce the importance of healers AND reduce the Problem that at some point you've got too many high level units so you get negative income. In return you could reduce the starting gold a bit to Balance this out.
thanks yeah, IftU bossfights were the thing that inspired me to make thisPaulomat4 wrote:The Ending was impressive! :O i've rarely Seen such Visuals in wesnoth. Definitely on the same lvl as IftU-Bossfights. Really enjoyed it!
ok, will work on itPaulomat4 wrote:Overall I have to say that the waves were rather easy if you can avoid fallen faeries ganging up on you (by blocking the trees).
The end on the other side was really hard and although I had two really good factions i was reduced to only my leader on one side.
So i'd suggest to make the normal Wave a tad harder and the bossfights a bit easier
EDIT:btw, i fixed the units not becoming ghosts on death, now this balances Sylvan/Undead out a more, since now the Undead have a large advantage of being immune to this
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Re: The Golden Age
I want to write a longer comment at some point, but don't have time right now. So I'll restrict to something important I noticed now: Having a Will-o-wisp will corrupt any further save files, making you unable to load them. I found this old topic about the cause: viewtopic.php?f=6&t=37162
Also, I really like this era!
Also, I really like this era!
- ForestDragon
- Posts: 1771
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: The Golden Age
aha! now i get it why i couldn't reload on my Sylvan/Undead match, i'll change the ID to Will_o_Wisp istead of Will-o-Wisp, thanks for feedback any further feedback is welcome too. i am currently making a big update (somewhat done, but can't have enough ) and i'll include this bugfixXargon wrote:I want to write a longer comment at some point, but don't have time right now. So I'll restrict to something important I noticed now: Having a Will-o-wisp will corrupt any further save files, making you unable to load them. I found this old topic about the cause: viewtopic.php?f=6&t=37162
Also, I really like this era!
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Re: The Golden Age
I will write multiple (semi)short comments, related to stuff I tried out right now, else I will forget about it or postpone it forever
Hm... after doing some testing, I am not sure anymore which of the following issues are caused by Wesnoth displaying the wrong unit information (when there is more than one unit with the same name in the database). For example, for the Orcish leader, it shows me the wrong unit information panel, with no advancement option - but it can advance ingame. Do you know a way to avoid this, except having no other era installed (I am not even sure if this would solve the problem completely)? Some of the following issues are according to the unit information panels of the recruitment options, so they might be wrong as well - though I tried to check most of them ingame. I will hold off compiling a more complete list until I know how to make sure the information is actually correct...
- There are also some units without lower level units advancing to them
- Red Mage can only advance to Silver Mage, not Arch Mage. Is this intended?
- Elvish Shielder / Line Holder has 85% physical resistance, which is probably not intended. If it is, it's way too much...
- Black Knight and Bone Captain have double terror
- Outlaws seem to have no higher level (4+) units, which is a bit sad when comparing with other factions. Lack of sprites again? The same seems to be true to some degree for orcs and drakes.
- Deathblade as leader cannot advance
- When recruiting a Ghost, it seems to give a different version (the standard one?) than recruiting a spook and leveling it up
- Faceless Knight has strength of darkness written three times (once as ability, twice as ability upgrade)
- Skeleton Recruit -> Skeleton seems to give a different skeleton version (the standard one?)
- Thundergobo/Vundergobo have no sprites?
After realizing that there are some problems with the unit information, I noticed strange behavior there: For some units, neither of the versions it displays matches the ingame unit. For example, I see two Ghost versions, one of which can advance only to Wraith, the other can advance to Wraith, Shadow, Faceless Knight (probably the intended version in TGA). But when recruiting a ghost ingame and leveling it up, it can advance to Wraith and Shadow. Not sure what went wrong there...
Hm... after doing some testing, I am not sure anymore which of the following issues are caused by Wesnoth displaying the wrong unit information (when there is more than one unit with the same name in the database). For example, for the Orcish leader, it shows me the wrong unit information panel, with no advancement option - but it can advance ingame. Do you know a way to avoid this, except having no other era installed (I am not even sure if this would solve the problem completely)? Some of the following issues are according to the unit information panels of the recruitment options, so they might be wrong as well - though I tried to check most of them ingame. I will hold off compiling a more complete list until I know how to make sure the information is actually correct...
- There are also some units without lower level units advancing to them
- Red Mage can only advance to Silver Mage, not Arch Mage. Is this intended?
- Elvish Shielder / Line Holder has 85% physical resistance, which is probably not intended. If it is, it's way too much...
- Black Knight and Bone Captain have double terror
- Outlaws seem to have no higher level (4+) units, which is a bit sad when comparing with other factions. Lack of sprites again? The same seems to be true to some degree for orcs and drakes.
- Deathblade as leader cannot advance
- When recruiting a Ghost, it seems to give a different version (the standard one?) than recruiting a spook and leveling it up
- Faceless Knight has strength of darkness written three times (once as ability, twice as ability upgrade)
- Skeleton Recruit -> Skeleton seems to give a different skeleton version (the standard one?)
- Thundergobo/Vundergobo have no sprites?
After realizing that there are some problems with the unit information, I noticed strange behavior there: For some units, neither of the versions it displays matches the ingame unit. For example, I see two Ghost versions, one of which can advance only to Wraith, the other can advance to Wraith, Shadow, Faceless Knight (probably the intended version in TGA). But when recruiting a ghost ingame and leveling it up, it can advance to Wraith and Shadow. Not sure what went wrong there...
- ForestDragon
- Posts: 1771
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: The Golden Age
Xargon wrote:
After realizing that there are some problems with the unit information, I noticed strange behavior there: For some units, neither of the versions it displays matches the ingame unit. For example, I see two Ghost versions, one of which can advance only to Wraith, the other can advance to Wraith, Shadow, Faceless Knight (probably the intended version in TGA). But when recruiting a ghost ingame and leveling it up, it can advance to Wraith and Shadow. Not sure what went wrong there...
well, i put a variety of units in my era, and sometimes there isn't a lower level for them in the first place (most relevant to monsters, but it can also be the case for other races too)Xargon wrote:- There are also some units without lower level units advancing to them
i already fixed these bugs, but didn't yet release the version with them, btw, elvish shielder/line holder is supposed to have 15% resistance (which he now does in the unreleased version)Xargon wrote:- Red Mage can only advance to Silver Mage, not Arch Mage. Is this intended?
- Elvish Shielder / Line Holder has 85% physical resistance, which is probably not intended. If it is, it's way too much...
these abilities are actually the AMLA ones (they upgrade their abilities by AMLA)Xargon wrote: - Black Knight and Bone Captain have double terror
- Faceless Knight has strength of darkness written three times (once as ability, twice as ability upgrade)
i think i fixed these bugs in the unreleased version, but i guess i could take another lookXargon wrote: - Deathblade as leader cannot advance
- When recruiting a Ghost, it seems to give a different version (the standard one?) than recruiting a spook and leveling it up
- Skeleton Recruit -> Skeleton seems to give a different skeleton version (the standard one?)
i'll dig into LotI(Legend of the Invincibles)'s files again, there are plenty lvl4s, i just didn't have time to copy themXargon wrote:- Outlaws seem to have no higher level (4+) units, which is a bit sad when comparing with other factions. Lack of sprites again? The same seems to be true to some degree for orcs and drakes.
well, they just use a goblin spearman+thunderstick franken sprite from SwamplingsXargon wrote:- Thundergobo/Vundergobo have no sprites?
i think it was caused by the fact that i forgot to add the 'correct' version to the TGA recruit list, i think i already fixed it in the unreleased versionXargon wrote:After realizing that there are some problems with the unit information, I noticed strange behavior there: For some units, neither of the versions it displays matches the ingame unit. For example, I see two Ghost versions, one of which can advance only to Wraith, the other can advance to Wraith, Shadow, Faceless Knight (probably the intended version in TGA). But when recruiting a ghost ingame and leveling it up, it can advance to Wraith and Shadow. Not sure what went wrong there...
thanks for your feedback, if you encounter any more issues, don't forget to report them to me
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Re: The Golden Age
Haha, I see you already fixed most of the issues in the unreleased version. Maybe I will wait for that version before trying to find more small things. Did you check for the same things in the Heroes/Legend version? I tried out the Legend version at some point to see if there are more units with no way to advance to, and saw many more examples of recruitable units where the unit description showed something strange (no way to advance to or from the unit in several cases). I didn't check these things ingame, though.
One other things I wanted to comment on is the balance between the Elvish Ascetic/Mystic line versus the Sorceress line. The former seems to be better in almost all regards from lvl2 onwards (lvl2 might still be somewhat debatable, but the difference becomes bigger at lvl3 and I believe lvl4 is just better in all regards). There is also the cross-advancement from Sylph (lvl4) to Avatar (also lvl4). I would probably suggest to weaken the Ascetic line's attacks somewhat to distinguish the unit line from the Sorceress line (it has healing capabilities, after all!), and possibly remove the Sylph-Avatar advancement. Alternatively, one could remove the Ascetic line's slow attacks.
edit: The Thundergobo/Vundergobo sprites are not displayed at all in the unit information, that's why I asked.
One other things I wanted to comment on is the balance between the Elvish Ascetic/Mystic line versus the Sorceress line. The former seems to be better in almost all regards from lvl2 onwards (lvl2 might still be somewhat debatable, but the difference becomes bigger at lvl3 and I believe lvl4 is just better in all regards). There is also the cross-advancement from Sylph (lvl4) to Avatar (also lvl4). I would probably suggest to weaken the Ascetic line's attacks somewhat to distinguish the unit line from the Sorceress line (it has healing capabilities, after all!), and possibly remove the Sylph-Avatar advancement. Alternatively, one could remove the Ascetic line's slow attacks.
edit: The Thundergobo/Vundergobo sprites are not displayed at all in the unit information, that's why I asked.
- ForestDragon
- Posts: 1771
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Re: The Golden Age
i think it's caused by the fact that i mostly update the default TGA, and forget to do the same for the Hero/Legend versions, i think i might need to update then at some pointXargon wrote:Haha, I see you already fixed most of the issues in the unreleased version. Maybe I will wait for that version before trying to find more small things. Did you check for the same things in the Heroes/Legend version? I tried out the Legend version at some point to see if there are more units with no way to advance to, and saw many more examples of recruitable units where the unit description showed something strange (no way to advance to or from the unit in several cases). I didn't check these things ingame, though.
about the healer line: i don't really find them TOO unbalanced (since this line only has lvl2 and lvl3, while the classic sorceress line now stretches all the way to lvl5, making a difference in the long term), but i did some nerfs, first one (not sure if it's in the released, or unreleased version) is the fact that i nerfed her arcane resistance (lvl2: 40% >10%, lvl3: 60% > 20%) and in the unreleased version, while looking in the line's code after your comment, i nerfed the lvl3's staff damage from 10-2 to 6-2 (lvl3 enchantress has 6-2 melee too), btw, Elvish Avatar's level in the unreleased version is now 5, and no, i won't remove her.Xargon wrote:One other things I wanted to comment on is the balance between the Elvish Ascetic/Mystic line versus the Sorceress line. The former seems to be better in almost all regards from lvl2 onwards (lvl2 might still be somewhat debatable, but the difference becomes bigger at lvl3 and I believe lvl4 is just better in all regards). There is also the cross-advancement from Sylph (lvl4) to Avatar (also lvl4). I would probably suggest to weaken the Ascetic line's attacks somewhat to distinguish the unit line from the Sorceress line (it has healing capabilities, after all!), and possibly remove the Sylph-Avatar advancement. Alternatively, one could remove the Ascetic line's slow attacks.
well, in the unreleased version everything seems to be working, so i can't be too sure.Xargon wrote:edit: The Thundergobo/Vundergobo sprites are not displayed at all in the unit information, that's why I asked.
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Re: The Golden Age
I believe you misunderstood some things I wanted to say. First of all: the Ascetic/Mystic always continued to lvl4, the Elvish Avatar, right? Did you remove that at some point, or why do you say that it has only lvl2 and lvl3? It's true that the Sorceress has a lvl5 unit, but I would not count that as a huge advantage when considering balancing, since it will hardly ever matter in a normal game. I did not want to suggest removing the unit, just possibly the advancement option Sylph-Avatar, since I found it weird to stay on lvl4. But if the Avatar is lvl5 now, that is already taken care of... I mainly found it strange that there were different units of the same level where one is simply a stronger version of the other (Sylph<Avatar, Enchantress<Mystic), and thought one could give them some different characteristics.[/quote]ForestDragon wrote:about the healer line: i don't really find them TOO unbalanced (since this line only has lvl2 and lvl3, while the classic sorceress line now stretches all the way to lvl5, making a difference in the long term), but i did some nerfs, first one (not sure if it's in the released, or unreleased version) is the fact that i nerfed her arcane resistance (lvl2: 40% >10%, lvl3: 60% > 20%) and in the unreleased version, while looking in the line's code after your comment, i nerfed the lvl3's staff damage from 10-2 to 6-2 (lvl3 enchantress has 6-2 melee too), btw, Elvish Avatar's level in the unreleased version is now 5, and no, i won't remove her.
- ForestDragon
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Re: The Golden Age
[/quote]Xargon wrote:I believe you misunderstood some things I wanted to say. First of all: the Ascetic/Mystic always continued to lvl4, the Elvish Avatar, right? Did you remove that at some point, or why do you say that it has only lvl2 and lvl3? It's true that the Sorceress has a lvl5 unit, but I would not count that as a huge advantage when considering balancing, since it will hardly ever matter in a normal game. I did not want to suggest removing the unit, just possibly the advancement option Sylph-Avatar, since I found it weird to stay on lvl4. But if the Avatar is lvl5 now, that is already taken care of... I mainly found it strange that there were different units of the same level where one is simply a stronger version of the other (Sylph<Avatar, Enchantress<Mystic), and thought one could give them some different characteristics.
i think i might need to change the TGA version of Ascentic/Mystic's sprites to make sure that they are actually a different unit branch, and not just Ascetic/Mystic, but with different stats, btw, here are new images (i added a hood to give them a more priest-ish look): EDIT: tweaked lvl3's hood's color a bit:
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- Paulomat4
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Re: The Golden Age
the hoods actually look quite good! nice work
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"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
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- ForestDragon
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Re: The Golden Age
thanksPaulomat4 wrote:the hoods actually look quite good! nice work
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- ForestDragon
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Re: The Golden Age
Well, many of you have been waiting for it, for somewhere around a month (or even more. I didn't really keep track of the time that passed since then.) well, here is a looooooooong changelog of the 1.4.0 version (i updated my version system) which i decided to put in spoiler just to save some space on the screen:
also, i decided to put the corrupted forest map changes separately:
also, here are the screenshots featuring new units:
No big spoilers here:
feel free to look at it, but i warn you, it will ruin most of the surprise:
once again, just to shorten the screen size:
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Re: The Golden Age
Hey
As always, about the dwarves. Nice to see improvements, such as many updated animations and stuff. Won't go about balancing, I don't have much qualification in there. A few questions:
Is lv2 gryphon master supposed to have an advancement option to lv2 gryphon knight?
Where is the arcanister gone?
Will you try to fix the unwesnothian style of dwarvish monarch?
Is loremaster and all his line supposed to have magical melee?
So much for now.
Yours
Durin
As always, about the dwarves. Nice to see improvements, such as many updated animations and stuff. Won't go about balancing, I don't have much qualification in there. A few questions:
Is lv2 gryphon master supposed to have an advancement option to lv2 gryphon knight?
Where is the arcanister gone?
Will you try to fix the unwesnothian style of dwarvish monarch?
Is loremaster and all his line supposed to have magical melee?
So much for now.
Yours
Durin
- Angelonius
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Re: The Golden Age
You removed Flailbearer-chan?
- ForestDragon
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Re: The Golden Age
whoops, i think it was caused by the fact hat the knight used to be lvl3, and i changed him to lvl2Durin_the_great wrote: Is lv2 gryphon master supposed to have an advancement option to lv2 gryphon knight?
i don't know, might take a look at thatDurin_the_great wrote:Where is the arcanister gone?
first question:no, i am not that good at pixel-artDurin_the_great wrote:Will you try to fix the unwesnothian style of dwarvish monarch?
Is loremaster and all his line supposed to have magical melee?
second question:yes
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