The War of Terrador: RIP
Moderator: Forum Moderators
Re: The War of Terrador: Balancing Thread
No, and I deleted your new thread. You have made multiple threads about this add-on, and this one is clearly labeled balancing, which means you do not need a new thread about feedback on the scenario, units, whatever as that is what this thread is labeled for, and you have too many threads floating around on this already. Keep it all in once place.Dragonchampion wrote:Please mods, lock this thread, as I am making a new one.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
- Flameslash
- Posts: 633
- Joined: December 21st, 2008, 12:29 pm
Re: The War of Terrador: Balancing Thread
MONSTER!
Code: Select all
[unit_type]
id=Snow_Beast
name= _ "Snow Beast"
race=monster
image="units/monsters/yeti.png"
hitpoints=65
movement_type=largefoot
movement=6
experience=150
level=3
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=50
undead_variation=troll
usage=fighter
description= _ "Little is known about Snow Beasts, ape-like creatures said to live on snow covered planets. Few profess to have seen one and lived, and so their existence is doubted by many Terradorians."
die_sound=yeti-die.ogg
{DEFENSE_ANIM "units/monsters/yeti-defend.png" "units/monsters/yeti.png" yeti-hit.ogg }
[movement_costs]
frozen=1
[/movement_costs]
[defense]
frozen=40
[/defense]
[resistance]
cold=50
fire=100
pierce=50
impact=60
arcane=70
[/resistance]
[attack]
name=Claws
description=_"Claws"
icon=attacks/fist-yeti.png
type=blade
range=melee
damage=10
number=5
[/attack]
[attack_anim]
[filter_attack]
name=fist
[/filter_attack]
offset=0.0~-0.1,-0.1~0.4,0.4~0.5,0.5~0.4,0.4~0.2,0.2~0.0
[frame]
begin=-300
end=-200
image="units/monsters/yeti-attack1.png"
[/frame]
[frame]
begin=-200
end=-100
image="units/monsters/yeti-attack2.png"
[/frame]
[if]
hits=yes
[frame]
begin=-100
end=150
image="units/monsters/yeti-attack3.png"
sound=fist.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-100
end=150
image="units/monsters/yeti-attack3.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=150
end=250
image="units/monsters/yeti.png"
[/frame]
[/attack_anim]
#ifdef __UNUSED__
# FIXME: Commented out because these images are in 1.2 size and style
[death]
[frame]
begin=0
end=100
image="units/monsters/yeti-die1.png"
[/frame]
[frame]
begin=100
end=200
image="units/monsters/yeti-die2.png"
[/frame]
[frame]
begin=200
end=300
image="units/monsters/yeti-die3.png"
[/frame]
[frame]
begin=300
end=400
image="units/monsters/yeti-die4.png"
[/frame]
[frame]
begin=400
end=500
image="units/monsters/yeti-die5.png"
[/frame]
[/death]
#endif
[/unit_type]
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
Grrrr.....
WE DO NOT NEED NEW UNITS!!! WE NEED ATTACK ANIMS!!!!
WE DO NOT NEED NEW UNITS!!! WE NEED ATTACK ANIMS!!!!
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- Flameslash
- Posts: 633
- Joined: December 21st, 2008, 12:29 pm
Re: The War of Terrador: Balancing Thread
Ok. But remember what i told you 'bout time.
- huntermeca31
- Posts: 32
- Joined: April 5th, 2009, 7:00 pm
Re: The War of Terrador: Balancing Thread
I like your era and the campaign.
It is only for balance:
Terrador L67 light tank was too powerful for a level 1. His attack should be 12-2 or 14-2
Cyborg Soldire are also too powerfull. The wrist laser can be 16-2 or 8-4
Terrador soldier was too weak. Mk2 Laser Rifle can be 6-3
Only for reference: More powerfulAttack of a level 1 In 16 to 24 total damage
Level 2:24 to 36
Level 3and +:36 and more
Continue this great work.
It is only for balance:
Terrador L67 light tank was too powerful for a level 1. His attack should be 12-2 or 14-2
Cyborg Soldire are also too powerfull. The wrist laser can be 16-2 or 8-4
Terrador soldier was too weak. Mk2 Laser Rifle can be 6-3
Only for reference: More powerfulAttack of a level 1 In 16 to 24 total damage
Level 2:24 to 36
Level 3and +:36 and more
Continue this great work.
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
Fixed in version 0.2.4! Thanks, hunter!
Mods: Modified Cyborg Soldier's Wrist Lasers to 9-4, Terrador Soldier's Rifle to 6-3, and Light Tank's attack to 14-2
Mods: Modified Cyborg Soldier's Wrist Lasers to 9-4, Terrador Soldier's Rifle to 6-3, and Light Tank's attack to 14-2
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- huntermeca31
- Posts: 32
- Joined: April 5th, 2009, 7:00 pm
Re: The War of Terrador: Balancing Thread
Balancing:
Leader should be only level 2 or 3
Zederian warrior 2nd class was also too weak. Rifle should be 6-3
Recon tank was too powerful. Light photo canon can be 12-2 or 14-2
Bug:
When you choose your leader in terrador army, one was a ? for unit
Leader should be only level 2 or 3
Zederian warrior 2nd class was also too weak. Rifle should be 6-3
Recon tank was too powerful. Light photo canon can be 12-2 or 14-2
Bug:
When you choose your leader in terrador army, one was a ? for unit
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
Fixed. Now in 0.2.5! Thanks for the commitment!
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- Flameslash
- Posts: 633
- Joined: December 21st, 2008, 12:29 pm
Re: The War of Terrador: Balancing Thread
Captain art missing.
-
- Posts: 32
- Joined: March 3rd, 2009, 4:56 pm
Re: The War of Terrador: Balancing Thread
I think the Council Member is quite weak. Compared to the Commander, it is. Weaker attack same ability about the same HP.
I RULE
PS - Flameslash is my bro.
PS - Flameslash is my bro.
Re: The War of Terrador: Balancing Thread
I tried your era/campaign, I didn't get very far but I'll try to give feedback.
- When making custom terrains you forgot to set the healing factor for villages
- Tanks/Spacecraft ought to be mechanical rather than getting traits, this would also stop them from being poisonable.
- Enemy anti-tank warriors are not specialised anti-tank units, they are very effective against all my unit types. Anything can kill infantry in the open, marksman makes them good at killing infantry in cover, their attack deals extra damage to spacecraft and has marksman, and planes have low hp.
-Infantry moving faster than light tanks does not make much sense.
-The spacecraft seem to cost a very large amount relative to how easy they die. While playing the second mission enemy tanks could destroy the more fragile of the two in one hit. The other one had more survivability, but as a unit with only a 6-2ish attack he still wasn't worth the price.
-in the second mission, you forgot to place villages. Also, your ally could use some sort of AI prod to send his guys towards the asteroids and not to move from them much.
A few suggestions
In order to make your spaceships a bit more viable for plantside scenarios, I would suggest that you look up the code for one of the hit-and-run abilites that has been created over the time. You might also wish to create an alternate range specificaly for bombing runs, then you could make it so that your planes could run half their move attack something then fly away. You could then keep their high cost and relativly weak stats, but make them much more worthwhile.
A work-intensive idea, but one that might be worthwhile. (Easy to impliment, but allot of work)
-I would strongly suggest that rather than sticking with the default damage types, you designate your own. This will require a bit of work writing up move-types and such, but ultimatly you would have had to write your own movetypes anyway. Doing you would allow you to distingish from various energy weapons, customise resistances better, and would be more thematic.
A few damage types I would suggest using Projectile, Bio, Laser, Explosive, Fire, Endothermic.
Projectile: bullet guns, cannon shells, probably most effective on unarmored opponents
Bio: engineered viruses, bugs, poisons ect. basicaly live/bio-chemical weapons. Most effective on living targets (rather than machines)
Laser: Basic damage type, probably dealing about the same amount of damge to most things
Explosive: Although this is not nessisaraly realistic, I'd make this damage type most effective against armor.
Fire: limited to flamethrowers, plasma, and other specificaly heat weapons. Another thing probably most effective against infantry.
Endothermic: Weapons that steal heat/energy. Probably more effective on machines than people.
- When making custom terrains you forgot to set the healing factor for villages
- Tanks/Spacecraft ought to be mechanical rather than getting traits, this would also stop them from being poisonable.
- Enemy anti-tank warriors are not specialised anti-tank units, they are very effective against all my unit types. Anything can kill infantry in the open, marksman makes them good at killing infantry in cover, their attack deals extra damage to spacecraft and has marksman, and planes have low hp.
-Infantry moving faster than light tanks does not make much sense.
-The spacecraft seem to cost a very large amount relative to how easy they die. While playing the second mission enemy tanks could destroy the more fragile of the two in one hit. The other one had more survivability, but as a unit with only a 6-2ish attack he still wasn't worth the price.
-in the second mission, you forgot to place villages. Also, your ally could use some sort of AI prod to send his guys towards the asteroids and not to move from them much.
A few suggestions
In order to make your spaceships a bit more viable for plantside scenarios, I would suggest that you look up the code for one of the hit-and-run abilites that has been created over the time. You might also wish to create an alternate range specificaly for bombing runs, then you could make it so that your planes could run half their move attack something then fly away. You could then keep their high cost and relativly weak stats, but make them much more worthwhile.
A work-intensive idea, but one that might be worthwhile. (Easy to impliment, but allot of work)
-I would strongly suggest that rather than sticking with the default damage types, you designate your own. This will require a bit of work writing up move-types and such, but ultimatly you would have had to write your own movetypes anyway. Doing you would allow you to distingish from various energy weapons, customise resistances better, and would be more thematic.
A few damage types I would suggest using Projectile, Bio, Laser, Explosive, Fire, Endothermic.
Projectile: bullet guns, cannon shells, probably most effective on unarmored opponents
Bio: engineered viruses, bugs, poisons ect. basicaly live/bio-chemical weapons. Most effective on living targets (rather than machines)
Laser: Basic damage type, probably dealing about the same amount of damge to most things
Explosive: Although this is not nessisaraly realistic, I'd make this damage type most effective against armor.
Fire: limited to flamethrowers, plasma, and other specificaly heat weapons. Another thing probably most effective against infantry.
Endothermic: Weapons that steal heat/energy. Probably more effective on machines than people.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
- Flameslash
- Posts: 633
- Joined: December 21st, 2008, 12:29 pm
Re: The War of Terrador: Balancing Thread
I found the Spacecraft very useful for scouting and killing anti-infantry.
Although Light Tanks are Light, they are still slow.
The stuff about extra damage types and extra range would be too hard ATM, for DragonChampon is very busy.
Although Light Tanks are Light, they are still slow.
The stuff about extra damage types and extra range would be too hard ATM, for DragonChampon is very busy.
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: The War of Terrador: Balancing Thread
Healing in villages: Fixed
Tanks & Aircraft mechanical: Fixed
Infantry faster then tanks: OF course! Have you seen how SLOW tanks are these days? A person WALKING is about the same speed as a tank.
Light Tanks are not light: Light means they have only basic weapons, not fast movement.
Recon Jet Weakness: Made it cheaper. Note these are meant for SCOUTING, not serious combat.
No Villages in 2nd mission: Fixed
Recruits stay in asteroids: If you know how to do that, tell me.
Extra Range and damage types: Maybe when the attack anims and campaign are done.
Tanks & Aircraft mechanical: Fixed
Infantry faster then tanks: OF course! Have you seen how SLOW tanks are these days? A person WALKING is about the same speed as a tank.
Light Tanks are not light: Light means they have only basic weapons, not fast movement.
Recon Jet Weakness: Made it cheaper. Note these are meant for SCOUTING, not serious combat.
No Villages in 2nd mission: Fixed
Recruits stay in asteroids: If you know how to do that, tell me.
Extra Range and damage types: Maybe when the attack anims and campaign are done.
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
Re: The War of Terrador: Balancing Thread
i hope that was a joke or ironic or sarcasmInfantry faster then tanks: OF course! Have you seen how SLOW tanks are these days? A person WALKING is about the same speed as a tank.
The best bet is your own, good Taste.
Re: The War of Terrador: Balancing Thread
What are you talking about? Modern armor is many times faster than anyone walks.
I would not suggest modifying damage types/ranges after you finish the campaign because then you'd have to rebalance it entirely. It would probably be better to decide if you want it, and either impliment it sometime soon, or ignore it entirely.
Look in the wiki at the section for the [AI] tag for how to influence the AI, a combination of high caution and defend location would probably do it.
@Flameslash: It's incredibly easy to create new damage types/ranges. It's as easy as saying that X weapons type is laser. What would take a long time is modifying all your movetypes to include resistances for the new damage types, because unless otherwise stated, everything has a 0% resistance to laser.
I would not suggest modifying damage types/ranges after you finish the campaign because then you'd have to rebalance it entirely. It would probably be better to decide if you want it, and either impliment it sometime soon, or ignore it entirely.
Look in the wiki at the section for the [AI] tag for how to influence the AI, a combination of high caution and defend location would probably do it.
@Flameslash: It's incredibly easy to create new damage types/ranges. It's as easy as saying that X weapons type is laser. What would take a long time is modifying all your movetypes to include resistances for the new damage types, because unless otherwise stated, everything has a 0% resistance to laser.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."