Eagle_11's combined MP Factions thread

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

Moderators: Forum Moderators, Developers

Post Reply
User avatar
Eagle_11
Posts: 729
Joined: November 20th, 2013, 12:20 pm

Eagle_11's combined MP Factions thread

Post by Eagle_11 » August 25th, 2016, 7:37 am

As you may have noticed i have an bunch of factions on the addon server, that each can be played alongside the default era.
Hereby this thread is to serve as an center of feedback for those addons. You can report any kind of bug, point out if something is not working, ask questions about or can give feedback in general regarding these factions.

Currently on 1.14 server:
Default + Outlaws: An era featuring standalone Outlaws faction using changed versions of mainline units alongside new ones.
Default + Saurians: This faction of tribal lizards is loosely based on the Saurians found in Across the Ocean umc campaign.
Default + Beastmen: An customized version of the Minotaurs from Era of Strife.
Default + Islanders: Islanders are an ultra religious offshot of Wesnothians and are based on Era of Myth's Celestials.
Default + Eagle 11's version of Dunefolk: They have lost war elephants, flying carpets and djinns previous iterations of the idea had, instead gained new things like wyvern riders, robbers and an anti-magic oriented athvari unit line.

Porting to 1.14 at the time:

Default + Darkelves: An hybrid of Extended Era's Dark Elves with Tharis faction from Era of Magic.
Default + Halflings: Based on the Halflings from Grafted Era, minus any silly mechanics of that era.
Default + Khaganate: Based on the Steppe Orcs from Feudal Era and various, with some notable changes.
Last edited by Eagle_11 on May 15th, 2018, 3:58 pm, edited 3 times in total.

User avatar
Eagle_11
Posts: 729
Joined: November 20th, 2013, 12:20 pm

Post by Eagle_11 » August 25th, 2016, 7:39 am

.
Last edited by Eagle_11 on May 10th, 2018, 4:01 pm, edited 1 time in total.

User avatar
Flameslash
Posts: 633
Joined: December 21st, 2008, 12:29 pm

Re: Eagle's combined MP Factions thread

Post by Flameslash » August 25th, 2016, 7:41 am

If I were to download this, where would I add these files to?

User avatar
Eagle_11
Posts: 729
Joined: November 20th, 2013, 12:20 pm

Re: Eagle's combined MP Factions thread

Post by Eagle_11 » August 25th, 2016, 7:43 am

into userdata/data/addons/
but you first need to find where it is stored since location varies dependant on operating system.

User avatar
Flameslash
Posts: 633
Joined: December 21st, 2008, 12:29 pm

Re: Eagle's combined MP Factions thread

Post by Flameslash » August 25th, 2016, 7:47 am

Okay, thank you.

Aharov
Posts: 1
Joined: May 7th, 2018, 12:09 am

Re: Eagle_11's combined MP Factions thread

Post by Aharov » May 12th, 2018, 10:25 pm

After playing both solo and with my friend a good two dozens of games I felt competent enough to give some feedback, overall I really enjoyed what has been done to make outlaws more of an actual faction.
Footpad line was only subtly changed, but concealment on lvl2 is a nice but small addition to add a bit of utility to an already decent unit.
Hedge mage line starts out alright, even if cold as main damage source is a bit unorthodox, but honestly lvl2 and both of lvl3 upgrades seem to be underperforming for a dedicated mage, especially Dark wizard who has no upsides when compared to White wizard.
Merman pirate is neat, it's not a unit that wins games, but his passive allows him to dominate vs loyalist on water and his general stat line is more than solid.
Tiny buffs to poacher and trapper help them out, initially I felt that ranger would be underperforming when compared to huntsman, but its solid fighting capabilities make it a versatile unit, although huntsman/predator's passive allows for some outright dirty stuff, like 19 damage on cavalry, which is just pure evil.
Rebel is a troublesome unit that I didn't really like, but on the other side raider is an excellent light cavalry, anything to give rebel a bit of a breathing space to make it more bearable would be good, even something small like +1 to crossbow damage would be nice.
Thief line is same as before, so there's nothing that I could suggests, it is still a specialist unit and there's no problem with that.
Thug line is fine as well, old units are as solid as they should be, and both new additions add extra variety, which is nice.

With this I want to bring attention to two units, that to me seemed like the weakest links.
Rioter felt extremely unreliable for what it does, and problem is not the unit itself, which role I actually find rather important, as outlaws seem to really struggle against woses, and for that reason rioter could be an extremely useful specialist unit, but not only the damage output is low, its rather weak healthpool makes it impossible to use it against powerful units that have weakness to fire i.e. woses, as it simply dies too fast to make it noticeable, I think that fire damage should be changed from 6x2/8x2/12x2 to 8x2/10x2/13x2 and base health of rioter increased from 30 to 33-36. Also neither Arsonist nor Pyromaniac have attack animations, not even basic "shuffle towards the enemy" type.

Henchman seem useless to me, maybe I'm just not seeing the obvious use for it, but as unit it just sits awkwardly between poacher and footpad, but it's not as good for actual ranged unit as former, and is far worse harasser than the latter and even with kidnapper looking like a desireable upgrade it just seems impossible to make it worth it, especially when you have two alternatives that work far better and cost you less.

User avatar
Eagle_11
Posts: 729
Joined: November 20th, 2013, 12:20 pm

Re: Eagle_11's combined MP Factions thread

Post by Eagle_11 » May 13th, 2018, 11:40 am

Thanks for the comment, based on your suggestions have made the following changes:
Hunter's Mark ability now adds +3 damage instead 25% increase.
Rioter/Arsonist/Pyromaniac HP changed to 34/46/58 from 30/41/55 and their torch attack's damage to 8x2/10x2/12x2 from 6x2/8x2/12x2
Rebel/Raider ranged attack damage changed to 8x1/10x2 from 7x1/9x2
Dark Wizard now keeps Heals +4 instead his healing capacity devolving to Unpoison.
Henchman gold cost reduced to 16.
Henchman, Headhunter and Kidnapper vulnerabilities against blade/pierce/impact reduced to 120/110/110 from 130/120/120

On a side note, both Arsonist and Pyromaniac have attack anims defined for all attacks(but only sword has a single different frame), i could not figure out why they arent playing. It may be the bug that got introduced with 1.14 that units randomly decide to not glide towards their opponent when using the attack anim.

Revan_Veran
Posts: 1
Joined: July 3rd, 2018, 11:01 pm

Re: Eagle_11's combined MP Factions thread

Post by Revan_Veran » August 8th, 2018, 12:24 am

Well so hey. To begin with, I love your eras, they're fun, unique, and cool to use, but how would I use more than one at once? Cause, I like playing with friends and he does drakes, and it would be cool to give him Saurians as his second group while I could still have outlaws or something you know? I was just wondering, it is something I would personally love.

User avatar
Eagle_11
Posts: 729
Joined: November 20th, 2013, 12:20 pm

Re: Eagle_11's combined MP Factions thread

Post by Eagle_11 » August 8th, 2018, 9:23 am

Revan_Veran wrote:
August 8th, 2018, 12:24 am
Well so hey. To begin with, I love your eras, they're fun, unique, and cool to use, but how would I use more than one at once? Cause, I like playing with friends and he does drakes, and it would be cool to give him Saurians as his second group while I could still have outlaws or something you know? I was just wondering, it is something I would personally love.
'Default Plus era - Eagle 11's MP factions combined' is now on server allowing you to do just that. enjoy! :lol:

User avatar
Temuchin Khan
Posts: 1706
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Eagle_11's combined MP Factions thread

Post by Temuchin Khan » August 9th, 2018, 1:23 am

Hello, Eagle 11. Nice job on your version of the Dunefolk. I like that the Grenadier is more historically accurate than its mainline alternative. I also like the Athvari--assuming the Dunefolk once had mages, an order like the Athavari makes sense. And them going underground and becoming a secret societ once magic is banished also could easily have happened. And it adds some mystery to the faction. Good work!

User avatar
Eagle_11
Posts: 729
Joined: November 20th, 2013, 12:20 pm

Re: Eagle_11's combined MP Factions thread

Post by Eagle_11 » August 9th, 2018, 9:05 am

Well, im happy that you liked it. I had been considering renaming the lvl1 into Firebearer and making the Grenadier an lvl2 dead-end branch-off, but i will better not attempt to fix what is not broken.
Most of the new unit lines, including the Athvari are originally from an earlier version of 'Oath of Allegiance', although i admit have written custom lore for my use.
The early versions of my interpretation of the dunefolk portrayed them as an high-magic society complete with flying carpets, sorcerors and djinns, overtime however i have grown fond of the idea where their society is to be of an anti-magical nature, as this enabled them to bring an unique flavor both into lore and gameplay, thus have decided to keep them low-magic instead. The idea of an magic user that is member of an secretive society that is gearing to confront other magicians fitted into that prospect.

User avatar
Temuchin Khan
Posts: 1706
Joined: September 3rd, 2004, 6:35 pm
Location: Player 6 on the original Agaia map

Re: Eagle_11's combined MP Factions thread

Post by Temuchin Khan » August 9th, 2018, 2:02 pm

Yes, keep the Grenadier as it is. Even making the grenade a melee attack rather than a ranged attack sort of makes sense, since you can't throw a grenade as far as you can fire an arrow.

Post Reply