Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

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Espreon
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Espreon »

Era of Magic 0.12.1 is now available!

This release just features bug fixes and balancing changes.

Code: Select all

Due to the error in 0.12.0, it was never released.

Version 0.12.1

- Other
    * Fixed directory name in a metatag

Version 0.12.0

- Abilities and Weapon Specials
    * Balancing changes

- Other
    * Removed Mercurial cruft
    * Added a "dist" directory that contains metatags useful for Wesnoth-UMC-Dev's tools
    * Began to keep a changelog

- Translation
    * Made the plural string for the Tharis distinct from the singular string

- Units
    * Balancing changes
If you are having trouble downloading the Era of Magic from the addons server or wish to download xdelta patches, you can download them from SourceForge.

If you encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.
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Drakefriend
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Drakefriend »

Hello, I decided to begin translating it to Germanthough I did not have finished the Era of Myths and the Latin DiD....
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.
Steveland
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Steveland »

Hi there,

I'm playing 'Southern States' on TLU and it just gave me a message about right-clicking on my Heavy Summoner to summon some units - problem is right-clicking doesn't bring up any new options about summoning. I'm on v1.8.5 and just downloaded the campaign and era of Magic yesterday.

Hope you can help. It's a brilliant era and campaign :)
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Alarantalara
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Alarantalara »

If you have version 0.12.1 of Era of Magic then this is because it doesn't work with the older version of To Lands Unknown due to some moved files.
To fix it yourself:
Find the _main.cfg and replace the text in the first block below with the text in the second, then restart the scenario from the start of scenario save.

Code: Select all

{~add-ons/Era_of_Magic/sounds}
{~add-ons/Era_of_Magic/abilities.cfg}
{~add-ons/Era_of_Magic/bloodlust.cfg}
{~add-ons/Era_of_Magic/concentrated.cfg}
{~add-ons/Era_of_Magic/doubleattack.cfg}
{~add-ons/Era_of_Magic/i8cleave.cfg}
{~add-ons/Era_of_Magic/leaderships.cfg}
{~add-ons/Era_of_Magic/summon.cfg}

Code: Select all

{~add-ons/Era_of_Magic/english.cfg}
{~add-ons/Era_of_Magic/mainline-strings.cfg}
{~add-ons/Era_of_Magic/utils/}
Hopefully, inferno8 will release an update that can be downloaded soon.
Steveland
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Steveland »

Hi,
Thank for the response but this is what's in the _main.cfg file:

Code: Select all

#textdomain wesnoth-Era_of_Magic
[textdomain]
    name="wesnoth-Era_of_Magic"
    path="data/add-ons/Era_of_Magic/translations"
[/textdomain]
#ifdef MULTIPLAYER
[binary_path]
    path=data/add-ons/Era_of_Magic/
[/binary_path]
{~add-ons/Era_of_Magic/detect.cfg}
#define EOMA_SIDE ERA FACTION
    {~add-ons/Era_of_Magic/factions/{FACTION}-{ERA}.cfg}
#enddef
{~add-ons/Era_of_Magic/english.cfg}
{~add-ons/Era_of_Magic/mainline-strings.cfg}
{~add-ons/Era_of_Magic/EoMa_eras.cfg}
{~add-ons/Era_of_Magic/utils/}
#undef EOMA_SIDE
[+units]
    {~add-ons/Era_of_Magic/units/units.cfg}
    {~add-ons/Era_of_Magic/units/}
    {~add-ons/Era_of_Magic/units/Runemasters}
    {~add-ons/Era_of_Magic/units/Barbarians}
    {~add-ons/Era_of_Magic/units/Enlightened_Ones}
    {~add-ons/Era_of_Magic/units/Kharos}
    {~add-ons/Era_of_Magic/units/Summoners}
    {~add-ons/Era_of_Magic/units/Warlocks}
    {~add-ons/Era_of_Magic/units/Darkblood}
[/units]
#endif
Am I doing something wrong?
Steveland
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Steveland »

Ah, I see, you meant in the TLU _main.cfg.

Thanks!
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Drakefriend
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Drakefriend »

So, I have translated all the unit, weapon and ability names, and some description, so I upload the translation as far as I have come up to now.
Attachments
de.7z
Translation to German up to now
(32.31 KiB) Downloaded 244 times
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.
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Espreon
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Espreon »

Drakefriend wrote:So, I have translated all the unit, weapon and ability names, and some description, so I upload the translation as far as I have come up to now.
Thanks. I had to convert the file to UTF-8 and get rid of an extra quotation mark (at line 2523), though. So, from now on, please use something like poedit when translating.

Also, you might want to grab the updated de.po and update it (a lot has changed and a lot was fuzzied).
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wesfreak
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by wesfreak »

More information about the enlightened ones:

The subversive mage line is mostly good, but I suggest raising the shadowmage's hp from 52 to 60, since it's more of a mixed unit than a mage, and needs more hp because of that. I also suggest increasing the black mages required xp from 49, which is only a little more than the lvl 1 loyalist mage, to 57, so that it's a bit closer to the amount that the dark sorcerer needs (63).

I think the battle mage hp should go down to 6-2, since 7-2 is more than most archers have for their melee damage. We could alternatively increase the hp a bit so that it can be more useful in melee and keep the damage the same.
Sorcerer damage should go up from 9-3, the same as a white mage, to 11-3, so that it does almost as much damage as the red mage.
The master of the elements is a strong unit, but there's almost no reason to choose it instead of the guru when advancing, since the guru has much better resistances, a better movetype, leadership, regenerates and more damage. The only situation I could think of is if you're fighting an enemy that's very resistant to impact.

The higher level elemental mages are underpowered. The water mage does less ranged damage than the elementalist does. I suggest boosting it's damage to 8-3 or an equivalent (it currently does 6-3 with it's water spray and 3-6 with icicles) and increasing it's healing to +8 and cures, so that it's about as strong as an elvish healer.
The mage of air has one attack that does less damage than before (3-6 arcane) and another that does exactly the same damage. (7-3 arcane). It also has low hp and it's speed is only as good as a quick elementalist. I suggest increasing the speed to 8 and changing the attacks to 9-3 with small lightning and making the other attack 3-8 impact wind buffet or something (to give damage variety). The master of air's attacks should change accordingly: small thunder should become 12-3 and sparks should probably change to a 4-10 wind buffet. We might also want to consider increasing both unit's avoidability, to increase it's survivability.
The elementalist could use an hp increase, since it acts as the archer of the faction rather than a mage, so 28 hp might be more useful.
The mage of fire has pretty low damage: It should probably be increased to equal that of the red mage. (currently it does a 7-4 and 4-6 at lvl 2 and 9-4 and 4-10 and 40-1 at lvl 3, while the red mage does 8-4 at lvl 2 and 12-4 at lvl 3.)

Overall, the enlightened ones seem a bit weaker than most other factions in EOM, even with these changes. Maybe giving them some sort of right click magical ability would change that a little? I was thinking something like terrain altering effects, like giving fire mages the ability to burn down adjacent forests and giving water mages the ability to to turn adjacent hexes into water or snow (or ice) for 2 or 3 gold.
Another possibility is give the mages a real ranged right click attack that does the same amount of damage as the attacker to a unit within 3 squares, without taking strikes into account. (so a unit that does 7-3 damage would have an attack that does 7 damage), but that costs 1 gold to use.
barowei
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by barowei »

Well, Sky Kingdom units needs a buff, that's right. But you're missing some points, wesfreak. You say that elementalists are too weak - but their price it's 28g. 12 gold less than Red Mage (to which you compared Mage of Fire). Well, no matter of that - even if mages seems a bit weak, you have to notice that masters are really strong (master of water with his regeneration, healing and slow+magical attack...). So they might be weaker to balance this fact. It's true that Battlemage's advances are a bit weak, they don't have anything that would make them useful (except advances ofc). So feel free in buffing them. However, Black Mage it's another matter - he's really strong, IMO too strong. Let's check him out - price: 30 gold; melee attack: 8-2 impact (same as Sorcerer); ranged attacks: 10-3 cold magical; 5-3 cold (ensnares?!) slows (not just more, but even stronger than sorc); hp: 44 (6 more than sorc); just add to that his ridiculous covers (60% almost everywhere for MAGE?! come on!) and I just have to ask - why should somebody care about other units weaknesses? So EO aren't that weak overall... Before I will move on, I want to notice, that I'm not proposing anything here, I will let you think about it...

True is, that we can drop everything I wrote up, because the real problem with EO is their 1st levels units and faction build. They're just weak and I will explain why, here I will introduce every unit of their faction:
1. Elementalist: Fragile, without magical attack, costs only 2g less than battlemage, higher amount of moves doesn't make them more worthy.
2. Golem: This unit is really expensive, and have really low moves, especially for offensive unit like this. However, they have high hp (as one of only 2 units in this faction), but still, even with their resistances they can't serve as tanks, because of their price, poor covers and impact vulnerability, which makes them really easy target for units like cyclops, summoners or hydras.
3. Magical eye: They have no use, maybe one or two to quickly get villages but their marksman isn't worth anything (because of fact, that most of EO unit have magical and marksman) and they will be crushed very quickly.
4. Mu: Funny unit, cheap but may sometimes prove useful. But still it's just a curio and it won't be used very often.
5. Hidden face: Some says, that they're weak, but still they're necessary for that faction. They have good covers, some hp (32) and rather useful skirmisher. They're only good village holders of this faction, but still enemy mages (or luck) can take them down too quickly for me.
6. Battlemage and Subversive mage: Once again: fragile! Not to mention that 3 mage-type units in one faction is just overkill. I usually don't know who to train... But, after all Subversives may have less fire-power and hp, but they requires less exp to advance and have rather useful slow attack. I usually pick them over Battlemages.

What's conclusion? The whole faction is really fragile, they don't have even ONE unit that would stay longer on battlefield. Golems are expensive and risky thanks to their charge, Hidden faces lack firepower what makes them good only to steal villages or defend their own ones. Two 0lvl and three mage-type units in one faction - it's not able to work, at any point. EO really needs solid units, which survive on battlefield longer. Even if we will assume, that they're simply offensive faction, still their looses per each fight makes them not able to use any victory they gain. Not to mention that golem, primary offensive (and only one good in melee) unit simply don't have enough moves to be effective...
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wesfreak
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by wesfreak »

A few points:

The subversive mage line has bad resistances to make up for it's high avoidability. Also, I suggested we weaken black mages a little by increasing the xp requirements. Ensnare should probably be changed to impact damage though. The ones I wanted to make stronger are shadowmages, the lvl 3 version, who only do 7-3 in melee and ranged with some weapon specials.

The lvl 2 elemental mages cost less than most of the mainline mages, true, but they play a very different roll in this faction: In other factions, mages are specialist units, but in this faction, mages are the main part of the army. Besides, a weaker lvl 2 form doesn't compensate for a stronger lvl 3 form. The slightly lower cost makes them a bit more useful as archers for the faction, which is why I suggested the hp boost.

Mu's are meant to be cannon fodder, to protect mages rather than to deal damage. They advance into a lvl 3 unit with a ton of hp, which makes them slightly more useful.

I agree that magical eyes are weak, but they're necessary for scouting. They are the bats of this faction, and I don't think they should be changed.

I also agree that golems aren't that great as brutes. Maybe they should have regenerates?

Battlemages also need an hp bonus to make them more useful at lvl 1.

I agree with your points on hidden faces. The thing is, skirmishers are more generally a support unit, but in this faction they're forced to play the role of line-holders, which doesn't turn out well.


In my opinion, the best way to make this faction useable without completely reworking it (by adding units or changing existing units completely) is to give them an actual magic system, with right click spells.
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Drakefriend
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Drakefriend »

Some more work done, now using Virtaal.
Attachments
de.7z
(34.09 KiB) Downloaded 227 times
After far too long an absence, I have returned.
According to the quiz 100% Silver Mage (85% Archmage, 75% Shyde, 67% Flameheart and Ancient Wose,58% Assassin, Troll Warrior and Berserker). And my top score is exactly how I see myself.
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Espreon
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by Espreon »

Drakefriend wrote:Some more work done, now using Virtaal.
Committed with some crucial changes (only affects the display of the strings and the ability to compile the po).

Thank you.
barowei
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by barowei »

Ok, sorry for so late reply. I just didn't feel good enough to write in english.

Your point about magical eyes, but still recruiting them more than 1 or 2 it's exaggeration. Unlike bats, which can stay longer thanks to their drains ability and good covers, eyes are simply sooo squishy. Usually once caught they stand no chance to survive.

About EO's 'special attack' I think inferno won't agree to that. Why? It would complicate game too much, that's the same what was about his Join Script (which was supposed to be added in Darkblood Faction, but finally it was withheld due to it's complicary).

In fact I think, that Sky Kingdom needs some rework on it, because it's too weak on this way. But we can try to fix that. Here are my suggestions:

1. Adding regeneration for golems isn't really good idea IMO. We can change them by two ways: first one, and more preferable for me, it's to lower their cost to 17. That's extremely low, I know, but with their poor moves (only 4, come on!) it's good idea to make them more spammable, so loosing one won't be so painful. Another way, it's to increase their moves to 6, or 5 at least with changing their price to 20-21. It would make that units more offensive type, as it was supposed to be. I just want to notice, that after all golems aren't that strong. Their poor covers, impact vulnerability and slowness compensates their advantages very well, making their potential in fact unused.

2. Add 4-6 hp to Battlemage, it would make them less vulnerable on the battlefield. Maybe + 1 to ranged damage and - 1-2 to melee damage would serve them well.

3. Add heals +4 for Elementalist. It would make this unit at last worth something, and also slightly fixes whole faction's fragileness. More of that, it would also explain giving full healing (+8 and cure) for Mage of Water. I know it violates RIPLIB, but hell, this unit really needs something!

4. Change ensnares to impact attack, that should make Subversive mages more versatile, because of more types of attack.

That's all I can say for now. Have in mind, that overall some rework may be necessary, but now let's see how can we fix that, what we have now.
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wesfreak
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released

Post by wesfreak »

Increasing magical eye defences to 60%, to make them a little less fragile, should be considered.

The golems need more testing before such a drastic cost change could even be considered. It would change the faction so that mages would end up as support units and that golems are the most common recruits, instead of the other way around. The cheapest unit in mainline that's similar to the golem is a heavy infantry, which costs 19 gold, and it has worse resists and a worse movetype. (Golems might have low defence, but most terrain only costs them 1 mp).
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