Khalifate gameplay thread (feedback on balance and bugs)
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Re: Khalifate gameplay thread (feedback on balance and bugs)
Two more games.
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- csarmi_vs_plk2_(khalifate).gz
- plk2 (kf) vs csarmi (drakes) on Hamlets
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- csarmi_(kf)_vs_nagafono_(dw).gz
- csarmi (kf) vs nagafono (dw) on Silverhead Crossing
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Re: Khalifate gameplay thread (feedback on balance and bugs)
I hope this does get merged with standard someday
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Re: Khalifate gameplay thread (feedback on balance and bugs)
Played an UD vs Khal game with Cremember tonight, first game ive played in almost 9 months =D
the fire melee/fire ranged units are pretty OP vs ud
the fire melee/fire ranged units are pretty OP vs ud
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"There's no love in fear." - Maynard James Keenan
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
I'm the guy who's responsible for 40% Gliders in all hexes... I can now die a happy man. =D
Wesnoth Strategy Guide for competitive 1v1 viewtopic.php?f=3&t=54236
- Great_Mage_Atari
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Re: Khalifate gameplay thread (feedback on balance and bugs)
Arifs are way too overpowered. They have not only a 11-2 base attack at Lv. 1, but also marksman and the lawful ability, giving even some lawful opponents no chance at retaliation.
Re: Khalifate gameplay thread (feedback on balance and bugs)
They are 9-2 blade. The same damage as a grunt, but marksman, armor, and 18 gold.
They are the Khalifate's ONLY reliable weapon to remove units from high defense.
Now melee marksman sounds nice, but it is actually less useful than ranged marksman, because most village holder units have a decent melee attack and they will take retaliation.
Now as for giving no chance to retaliation, I don't understand that. The only unit with no melee is an adept.
They are the Khalifate's ONLY reliable weapon to remove units from high defense.
Now melee marksman sounds nice, but it is actually less useful than ranged marksman, because most village holder units have a decent melee attack and they will take retaliation.
Now as for giving no chance to retaliation, I don't understand that. The only unit with no melee is an adept.
Re: Khalifate gameplay thread (feedback on balance and bugs)
arifs dont seem overpowered, just a solid counter to elusive types. Out of interest, what is consider imbalanced about the faction atm?
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Re: Khalifate gameplay thread (feedback on balance and bugs)
for me, the issues in logic are refered to jhundi,s. I dont understand how this guy being on foot has same speed than t khaiyals, think 5 mp base should be better, and the horse one more movement maybe, anyone thinks that,s reasonable?, bye
- Temuchin Khan
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Re: Khalifate gameplay thread (feedback on balance and bugs)
The Khaiyal is slower than an average horseman because he is a heavy armored man on a heavy armored horse. Think of him as the mounted version of the Heavy Infantryman and it'll make more sense.Lhurgoyfyy wrote:for me, the issues in logic are refered to jhundi,s. I dont understand how this guy being on foot has same speed than t khaiyals, think 5 mp base should be better, and the horse one more movement maybe, anyone thinks that,s reasonable?, bye
As for the Jundi, he is a lightly armored infantryman, so he moves faster than the average foot soldier.
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- Wintermute
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Re: Khalifate gameplay thread (feedback on balance and bugs)
I'm glad people are still paying attention.csarmi wrote:bomp
I've been crazy-busy this fall with RL stuff. I'm really optimistic that I can have some quality time to get back working on these guys AND get back to playing some over the holidays and next year. Hang in there and this will start moving again in a few weeks!
"I just started playing this game a few days ago, and I already see some balance issues."
Re: Khalifate gameplay thread (feedback on balance and bugs)
Hello,
I'm helping out with the project.
First of all, WTT tourney is going and we're doing the balancing (that provides a lot of tests and input): http://forums.wesnoth.org/viewtopic.php ... 28#p517228
There is a temporary version up on the add-on server called Temp_Khalifate. This version contains a lot of input from various sources (including Wintermute, of course) and features Khalifate as some units changed to liminal.
Changelog: http://pastebin.com/hwHB0hAm
IRC: ##khalifate
Máté
I'm helping out with the project.
First of all, WTT tourney is going and we're doing the balancing (that provides a lot of tests and input): http://forums.wesnoth.org/viewtopic.php ... 28#p517228
There is a temporary version up on the add-on server called Temp_Khalifate. This version contains a lot of input from various sources (including Wintermute, of course) and features Khalifate as some units changed to liminal.
Changelog: http://pastebin.com/hwHB0hAm
IRC: ##khalifate
Máté
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Re: Khalifate gameplay thread (feedback on balance and bugs)
Could the next version have the [multiplayer_side] data put in it's own file like for the factions in /multiplayer/factions? That way, UMC authors could add support for the Khalifate in 1.10 if the player has the era, using #ifhave.
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My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
Re: Khalifate gameplay thread (feedback on balance and bugs)
Wasn't it that way in 1.9.9?
How was it solved then?
I'm not very familiar with add-ons yet, but I'll check it out (and Wintermute is supposed to have more time from mid-January).
So, we'll see what we can do. Surely when 1.10 comes out there will be a new revision made (don't know when that would be) and the plan is to keep improving it regularly (with the new information gained from playtesting).
How was it solved then?
I'm not very familiar with add-ons yet, but I'll check it out (and Wintermute is supposed to have more time from mid-January).
So, we'll see what we can do. Surely when 1.10 comes out there will be a new revision made (don't know when that would be) and the plan is to keep improving it regularly (with the new information gained from playtesting).
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Re: Khalifate gameplay thread (feedback on balance and bugs)
Can't you use the ERA_KHALIFATE macro and #ifhave ~add-ons/Era_Khalifate/_main.cfg? I created that specifically for UMC eras which are modifications of existing eras (adding [event]s). You probably could put the whole ERA_KHALIFATE block into a wml variable and then extract the contained multiplayer_side.SigurdFireDragon wrote:Could the next version have the [multiplayer_side] data put in it's own file like for the factions in /multiplayer/factions? That way, UMC authors could add support for the Khalifate in 1.10 if the player has the era, using #ifhave.
There probably should be some design guides for these things. I recently met a similar problem which would have been way better if the referenced addon had a better structure.
EDIT
Done in umc-dev r12643. I also used my own addon era to check that it's usable. However, there is a major caveat: In networked multiplayer, I don't see a way to check whether the remote clients have Era_Khalifate installed or to make sure that they have it installed to be allowed to join a game which references Era_Khalifate (since #ifhave works only on the host). Thus, if another addon creates any Khalifate unit, clients which don't have Era_Khalifate will get kicked with unknown unit type error (as usual). In local multiplayer this problem can't occur of course so it's anyway worthwile to add the feature.
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A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
Re: Khalifate gameplay thread (feedback on balance and bugs)
Thanks a lot, Anonymissimus.
Update: current version (with khalifate as liminal) has been uploaded to the 1.10 server. The addon is called Era_Khalifate, current version is 2.0.1.
It is (currently) identical to the temporary version (called Temp_Khalifate), but this is going to change.
For future reference, use the Era_Khalifate addon ONLY.
If you have other khalifate addon installed (Temp_khalifate or even earlier versions), please remove them. As they probably use the same unit ideas as this one, they will clash (and will cause out of sync errors).
Update: current version (with khalifate as liminal) has been uploaded to the 1.10 server. The addon is called Era_Khalifate, current version is 2.0.1.
It is (currently) identical to the temporary version (called Temp_Khalifate), but this is going to change.
For future reference, use the Era_Khalifate addon ONLY.
If you have other khalifate addon installed (Temp_khalifate or even earlier versions), please remove them. As they probably use the same unit ideas as this one, they will clash (and will cause out of sync errors).