Search found 75 matches

by Hejnewar
November 4th, 2019, 8:51 am
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 106
Views: 7034

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Is it odd that there is no forest terrain defense penalty for the rider line, unlike the loyalist/"human" horsemen? They are supposed to be human, and there's no reason to think they'd be better with forests than the other human horsemen. Basically change 40%->30%. EDIT: Also, for similar reasons o...
by Hejnewar
October 27th, 2019, 10:57 pm
Forum: Multiplayer Development
Topic: Age of Heroes balance.
Replies: 15
Views: 519

Re: Age of Heroes balance.

I suggest not worrying about single player balance too much. I don’t think it’s generally that precise to begin with and there is plenty of ways to fix any issues that should arise besides tweaking unit stats. We definitely don’t want separate sp and mp stats. I currently think that the best way of...
by Hejnewar
October 27th, 2019, 9:37 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 106
Views: 7034

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Hi. Changes: Burner Ranged damage increased from 6 to 7. Melee damage decreased from 7 to 6. No dunefolk unit is great at killing trolls when thier number is high, now they can kill troll from 2 hexes. They also had a bit of a hard time pushing against undead and while manageable they struggle with ...
by Hejnewar
October 25th, 2019, 5:09 pm
Forum: Multiplayer Development
Topic: The case against the Dwarvish Steelclad/Lord
Replies: 17
Views: 780

Re: The case against the Dwarvish Steelclad/Lord

Curio: After change I would lower proposed by me cost of Steelclad from 40 to 37.
by Hejnewar
October 24th, 2019, 6:11 am
Forum: Multiplayer Development
Topic: Age of Heroes balance.
Replies: 15
Views: 519

Re: Age of Heroes balance.

Can't I just use #ifdef MULTIPLAYER? It will overwrite cost of unit this way keeping original cost in SP.
by Hejnewar
October 23rd, 2019, 12:31 pm
Forum: Multiplayer Development
Topic: The case against the Dwarvish Steelclad/Lord
Replies: 17
Views: 780

Re: The case against the Dwarvish Steelclad/Lord

Dwarvish Steelclad/Lord is more likely than not to beat every single other default level 2 or level 3 in the game on flat, in neutral time of day. I don't think that's normal by any means. It has no weaknesses. There is at least one lvl 2 unit that can beat Steelclad almost every time. But it's an ...
by Hejnewar
October 23rd, 2019, 11:49 am
Forum: Multiplayer Development
Topic: Age of Heroes balance.
Replies: 15
Views: 519

Re: Age of Heroes balance.

Krogen: I don't think that one change could affect campaigns much, however I can't neglect that many / big changes can have snowball effect. ghype: I don't think there is anything to worry about in that case. Balance of campaigns is in my opinion one of the most limiting factors when it comes to bal...
by Hejnewar
October 22nd, 2019, 8:44 am
Forum: Multiplayer Development
Topic: Age of Heroes balance.
Replies: 15
Views: 519

Re: Age of Heroes balance.

Sky Drake - I will check this unit again, I might have missed something. Goblins - I was thinking about 10 it actually might be better price. Main thing that is keeping goblins down is there negative trait although in this case you have 33% chance on not getting one (because increasing xp needed to ...
by Hejnewar
October 20th, 2019, 9:01 pm
Forum: Multiplayer Development
Topic: Age of Heroes balance.
Replies: 15
Views: 519

Age of Heroes balance.

So I have been working on this project for a little while and I think it's time to show results. To avoid interference with other eras all proposed changes are only touching gold cost of units. So let's begin. Drakes: Cost of Drake Warrior changed from 30 to 28 Cost of Drake Arbiter changed from 31 ...
by Hejnewar
October 18th, 2019, 4:09 pm
Forum: Faction & Era Development
Topic: [WIP] Ogres/Builders/Empire/Fungu/Raider Era
Replies: 12
Views: 1762

Re: [WIP] Ogres/Builders/Empire/Fungu/Raider Era

Great era. :) Lots of good ideas for abilities and interesting faction concepts. About balance, for me it's no longer as important for UMC as it once was, I have mainline factions if I want something balanced. Reaching good enough balance for most units can take a lot more work for UMC creators than...
by Hejnewar
October 16th, 2019, 11:15 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 3413

Re: Dunefolk Rework - Unit Descriptions

after hearing all of this, the points you are making regarding the sprites and the look of the units are rather subjective. The Rover lv ups wear something as armour, but that ain't iron or any other metal. As far as I know It could be either leather or bones/scales. They even could be roc feathers...
by Hejnewar
October 14th, 2019, 8:33 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 3413

Re: Dunefolk Rework - Unit Descriptions

Still for me Rover line is obviously too heavy armored and armed to be real scouts. An escort for caravans - that is ok. But not rangers and explorers. Just look on human and elvish rangers, how they look like. A ranger wearing a helm and a chainmail (or whatever armor he has), really? You have a p...
by Hejnewar
October 11th, 2019, 4:42 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 3413

Re: Dunefolk Rework - Unit Descriptions

I will comment on Rover and Skirmisher line only. In any case units of this line have nothing with scouting, exploring or hunting looking at sprites and unit's parameters. 5MP are clearly not enough to call them scouts in descriptions. And a new Skirmisher line after that can easily take these scout...
by Hejnewar
October 2nd, 2019, 7:18 pm
Forum: Multiplayer Development
Topic: Mushroom defense cap
Replies: 4
Views: 281

Re: Mushroom defense cap

Yeah I meant Orcish Archer.

Actually I really feel weird about wolves having such low defense and high movement cost in mushroom grove. It really looks like movement type of wolves was taken from goblin rider rather than the other way around.
by Hejnewar
October 1st, 2019, 10:35 pm
Forum: Multiplayer Development
Topic: Rogue balancing
Replies: 9
Views: 451

Re: Rogue balancing

Royal guard if not in village will be poisoned and dammaged from assasin, then Assasin runs away and he dies slowly zoced by Dwarven Sentinels that can also hit him with ranged and get no retail or/and killed by Dragonguards (no resistances against pierce). I don't think that's fair. Dwarf player h...