Ageless Era - Current Version: 4.33
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Re: Ageless Era - Released Version 3.2
The orcs from Archaic era in Ageless include a unit that advances from Grunts, and this produces OOSes with Default. I only had Ageless installed, not Archaic, when it occured. You might want to fix that.
Jazz is not dead, it just smells funny - Frank Zappa
Current projects: Internet meme Era, The Settlers of Wesnoth
Current projects: Internet meme Era, The Settlers of Wesnoth
- mnewton1
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Re: Ageless Era - Released Version 3.2
Dream_Merchant, walkercubed, doofus-01: I have already fixed this thanks though.
wesfreak: I am going to update it in the next 1.8 update.
Dixie: Thanks, fixed.
I will agree that there needs to be more work and debate on balancing now. I changed the Sidhe's arcane resistance to -30. It was -50.
wesfreak: I am going to update it in the next 1.8 update.
Dixie: Thanks, fixed.
I will agree that there needs to be more work and debate on balancing now. I changed the Sidhe's arcane resistance to -30. It was -50.
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
- mnewton1
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Re: Ageless Era - Released Version 4.1
Ageless Era has been up on the server for one year!!!
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Re: Ageless Era - Released Version 4.1
The problem with balancing something with so many factions is that YOU CAN'T.
Unless you make every faction almost blandly similar with little deviation, with such a large faction pool there's guaranteed to be a faction that can exploit any small weakness with devastating results. Most factions are based on exaggerating concepts already found in mainline- Superaccurate factions, superslow but strong factions, etc.
Unless you make every faction almost blandly similar with little deviation, with such a large faction pool there's guaranteed to be a faction that can exploit any small weakness with devastating results. Most factions are based on exaggerating concepts already found in mainline- Superaccurate factions, superslow but strong factions, etc.
Re: Ageless Era - Released Version 4.1
An idea for DarkLegion:
These archers are a bit overpowered, them does the same ranged than a orcish assasin, but haves a better mele and a no poisonous but strong ranged atack and cost less.
My idea for poison arrows is to change that 3-3 poison to 5-2 to have less percent to poison.
I will see if the torch of the Dark Legio was eliminated or no, them no have anything of fire, and their calvary needs these torchs.
Edit: riders haves their torchs, so ok.
But, them maybe should cost 17 too because dont haves that 20% of resistance to cold, 10% less res to impact and blade than the loyalist calvary. But instead of the resistances of the calvary, them haves their torchs what is so more useful to kill undeads and some armored units.
These archers are a bit overpowered, them does the same ranged than a orcish assasin, but haves a better mele and a no poisonous but strong ranged atack and cost less.
My idea for poison arrows is to change that 3-3 poison to 5-2 to have less percent to poison.
I will see if the torch of the Dark Legio was eliminated or no, them no have anything of fire, and their calvary needs these torchs.
Edit: riders haves their torchs, so ok.
But, them maybe should cost 17 too because dont haves that 20% of resistance to cold, 10% less res to impact and blade than the loyalist calvary. But instead of the resistances of the calvary, them haves their torchs what is so more useful to kill undeads and some armored units.
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Re: Ageless Era - Released Version 4.1
Hi!
The Windsong unit frames haven't been showing up ingame lately.
The problem seems to be inconsistent capitalisation of the folder in which the windsong unit graphics are stored.
To fix the problem change the "/images/units/Windsong/" to ".../windsong/".
Also within the files "/AE_factions/default/default-myths.cfg", "/AE_factions/heros/myths-heros.cfg" and "/AE_factions/RPG/RPG-EOM.cfg" make the same change.
Hopefully that should be all the files needing fixing.
Another thing I noticed that I consider to be a bug is how the "ABILITY_DAUNTLESS" works for resistances higher than 50%.
Usually the ability doubles all resistances while attacking up to a maximum of 50%, similar to how steadfast works when defending.
However when you have a base resistance higher than 50% the dauntless ability reduces it to 50% when attacking.
On the other hand steadfast doesn't reduce defences that are higher than 50%.
From "/data/abilities.cfg":
So I believe in the [filter_base_value] there should another line:
I realize this issue also exists in the original EOM addon but I'm not sure if that's still being maintained.
The Windsong unit frames haven't been showing up ingame lately.
The problem seems to be inconsistent capitalisation of the folder in which the windsong unit graphics are stored.
To fix the problem change the "/images/units/Windsong/" to ".../windsong/".
Also within the files "/AE_factions/default/default-myths.cfg", "/AE_factions/heros/myths-heros.cfg" and "/AE_factions/RPG/RPG-EOM.cfg" make the same change.
Hopefully that should be all the files needing fixing.
Another thing I noticed that I consider to be a bug is how the "ABILITY_DAUNTLESS" works for resistances higher than 50%.
Usually the ability doubles all resistances while attacking up to a maximum of 50%, similar to how steadfast works when defending.
However when you have a base resistance higher than 50% the dauntless ability reduces it to 50% when attacking.
On the other hand steadfast doesn't reduce defences that are higher than 50%.
From "/data/abilities.cfg":
Code: Select all
#define ABILITY_DAUNTLESS
[resistance]
id=dauntless
name= _ "dauntless"
description= _ "Dauntless:
While attacking, this unit's resistances are doubled, up to a maximum of 50. Weaknesses are not affected."
name_inactive= _ "dauntless"
description_inactive= _ "Dauntless:
While attacking, this unit's resistances are doubled, up to a maximum of 50. Weaknesses are not affected."
multiply=2
max_value=50
apply_to=blade,pierce,impact,fire,cold,arcane
[filter_base_value]
greater_than=0
[/filter_base_value]
active_on=offense
[/resistance]
#enddef
Code: Select all
less_than=50
Re: Ageless Era - Released Version 4.1
That's true enough, but I don't really understand the point.Zerovirus wrote:The problem with balancing something with so many factions is that YOU CAN'T.
Unless you make every faction almost blandly similar with little deviation, with such a large faction pool there's guaranteed to be a faction that can exploit any small weakness with devastating results. Most factions are based on exaggerating concepts already found in mainline- Superaccurate factions, superslow but strong factions, etc.
Have you noticed how the stats of mainline units are changed with each new version of Wesnoth? If you look at ‘balance’ in black and white terms, they can't ‘balance’ mainline either. But does it matter? They can still make it more balanced, and they can still make it fun to play; it just means they'll never get it perfectly right. The Ageless Era will never be perfect either, but it's already fun to play, and it can certainly become more balanced, so...
Re: Ageless Era - Released Version 4.1
Free saurians have problems: battle tutor and soulbind don't work.
Also, I want to note that this is the first version of Ageless Era that works with Dark Forecast!! Thanks a lot!!
Also, I want to note that this is the first version of Ageless Era that works with Dark Forecast!! Thanks a lot!!
Re: Ageless Era - Released Version 4.1
Dark Berserker of Dark Legion is so Unbalanced.
10-3 mele blade (berserker)
46 hp
MP 6
Cost: 25
Note: This unit haves the same def than a average unit.
This unit should have only 8-3 blade mele (or decrease it defense) plus to add them more price. Like 28 with the changes.
6 MP is to much too, if them continues having 6 MP should cost 31.
10-3 mele blade (berserker)
46 hp
MP 6
Cost: 25
Note: This unit haves the same def than a average unit.
This unit should have only 8-3 blade mele (or decrease it defense) plus to add them more price. Like 28 with the changes.
6 MP is to much too, if them continues having 6 MP should cost 31.
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Co-creator of: Era of Magic in 1.16 server
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- mnewton1
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Re: Ageless Era - Released Version 4.1
IPS wrote: Dark Berserker of Dark Legion is so Unbalanced.
I agree with both. I have changed both.IPS wrote:My idea for poison arrows is to change that 3-3 poison to 5-2 to have less percent to poison.
Thanks and fixedahyangyi wrote:Free saurians have problems: battle tutor and soulbind don't work.
seb: Thanks, I fixed the Dauntless issue. I am not have the problem with the images though. I can see them just fine in all 3 eras. What version of Ageless Era are you using?
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Re: Ageless Era - Released Version 4.1
1. Great, Thanks!mnewton1 wrote: seb: Thanks, I fixed the Dauntless issue. I am not have the problem with the images though. I can see them just fine in all 3 eras. What version of Ageless Era are you using?
2. I'm using version 4.1. I even deleted and re-downloaded it from the addon server but it's the same.
Do you use Linux? Maybe it's just not an issue on Windows since folder names there aren't case sensitive...
When I apply the changes I described in my previous post it all works perfectly for me.
- mnewton1
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Re: Ageless Era - Released Version 4.1
Ok I will change it to that, and I use a mac
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Re: Ageless Era - Released Version 4.1
Eventide in Ageless Heroes is buggy: can't recruit, AI crashes, etc.
Thanks for replying so quickly!!!
Thanks for replying so quickly!!!
- mnewton1
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Re: Ageless Era - Released Version 4.1
Thanks and fixed
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Re: Ageless Era - Released Version 4.1
Vector ranged atack on Kthons is really nasty.
If you buy mele units, them will atack you by vector, so them will convert many of your units for them. If you buy ranged units, them suck you by mele killing them very easly.
Other thing, Ram I think its overpowered.
30 hp
10-2 impact charge
MP: 6
cost: 14
It does more dammage than a horseman what cost 23 for 9-2 pierce charge, yeah it have less hp than the horseman (horseman haves 38 hp) and its a bit slower than the horseman, and it no have that resistances of the horseman, but them can have 50% def in some terrains to charge, that is really nasty.
I think Ram should cost 19 because them does 20-2 when atacks (+1 gold because vector)
The jaks needs to decrease their hp, with 9-2 mele pierce and like 46 hp and 6 MP like very powerful to cost 15. And for having vector I think them should cost so more.
Turtles are ok, them are so weak, but I think them are ok.
I doubt the balance of the Kthons with that new hability of vector really, a noob can win with that faction very easly to a veteran with for an example loyalist.
If you buy mele units, them will atack you by vector, so them will convert many of your units for them. If you buy ranged units, them suck you by mele killing them very easly.
Other thing, Ram I think its overpowered.
30 hp
10-2 impact charge
MP: 6
cost: 14
It does more dammage than a horseman what cost 23 for 9-2 pierce charge, yeah it have less hp than the horseman (horseman haves 38 hp) and its a bit slower than the horseman, and it no have that resistances of the horseman, but them can have 50% def in some terrains to charge, that is really nasty.
I think Ram should cost 19 because them does 20-2 when atacks (+1 gold because vector)
The jaks needs to decrease their hp, with 9-2 mele pierce and like 46 hp and 6 MP like very powerful to cost 15. And for having vector I think them should cost so more.
Turtles are ok, them are so weak, but I think them are ok.
I doubt the balance of the Kthons with that new hability of vector really, a noob can win with that faction very easly to a veteran with for an example loyalist.
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Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide