Peasant MP Era

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Noyga
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Post by Noyga »

lwa wrote:You can double the price of recruited units to allow to keep the defaults starting values, as may played does, and get the effect you tell.
Good idea ! I think i'll do that for 0.3.

By the way, my idea was quite different from Magus's idea, my idea was to have only one level 0. By the way i could do another era in that direction, but i don't have enough level 0 units to use (all factions i used have one, undead have 2), and as well few factions have level 1 units with leadership (only loyalists and northerners, and actually leadership for the undead sounds a bit stange for me).

For the level 0 units i used, i throwed some existing units "as is", except for the Dwarvish miner which was a level 1 unit.

I expected the undead to be overpowered (cheap units + plague is evil), but after some playtesting i found them weaker than i expected, however still overpowered.
I didn't noticed the northerners overpowered, and the Oulaws underpowered, but i agree the dwarves may still be a bit underpowered.

Each faction's level 0 unit has qualities ands drawbacks :
- The Henchman is less resistant, has less damages, but is cheaper and levels up quickly
- The Peasant has a ranged attack and has a nice set of level 1 units to level-up to
- The Dwarven Miner is supposed to be more resistant, has a good movetype but has less damages. Since i found he was a bit underpowered, i think i'll raise his max HP from 18 to 21 PV
- The Goblin Spearman has better damages, a ranged (but weaker) attack, but is slower and is less resistant
- The Walking corpse is cheaper and has plague (evil !), but is slower and is harder to upgrade (but not much)... Since it is overpowered for the price, i think i'll lower his max HP from 18 to 15 PV

I may add the mermaids too (yes i have a level 0 unit).
lwa
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Post by lwa »

Noyga wrote: I didn't noticed the northerners overpowered, and the Oulaws underpowered,
Henchman has a 4-2 attack, 16 HP and peasant a 5-2 attack (plus ranged) and 18 HP.
With 50% successfull hits, you need 45 henchmen attacks to kill 10 peasants and 32 peasant attacks to kill 10 henchman.

45 henchmen cost 315
32 peasants cost 256

Also, with counter attack, the henchmen will be more wounded than the peasants, so you can recycle more peasants. Furthermode, an half dead peasant can use his ranged attack to safely make damage.

An henchman need 18 XP to level, than mean he need to kill 5 peasants.
A peasant need 23 XP, he need 6 henchmens. But this tiny henchmen advantage is lowered if the experience ratio is lowered.
lwa
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Post by lwa »

I computed for loyalist against rogues. Here is for northerns against rogue.

Gobs have a 4-3 attack (plus a ranged one) and 16 HP.
You need 27 gob attack to kill 10 henchmen and 40 henchman attacks to kill 10 gobs.

27 gobs cost 216
40 henchmen cost 280

Except of this, peasant comment apply to gobs.
Gobs upgrade after 6 level 0 kills.
Magus
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Post by Magus »

If you need some help just ask me and I will see what I can do, I think your idea is very interesting. I would be indeed glad if you would make another Era that features my idea based on yours, But then again I like any lower powered Era.

I think the henchman should stay as it is, But have better evasion, and move faster.

and the dwarves should stay as they are, Maybe become slower, But gain more Resistance.

If you'll also make an era based on my idea.. then I agree, an Undead creature with leadership doesn't makes sense.. but haveing a good (in that Era) unit with plauge makes up for a lack of a leader.

I'll keep playtesting and post my insight here.
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Noyga
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Post by Noyga »

Sorry Magus, i don't think i'll make your era since i don't have enough lebvel 0 unit for each faction.

By the way, v0.3 is out
I have added a new faction : Mermaids

I have done the folowing changes to the stats :
- lowered Walking Corpse max HP from 18 to 15 PV
- raised Dwarvish Miner Max HP from 18 to 21 PV

I also more doubled the base price change for level 0 units, so the era should be more playable with the default settings :
- Walking Corpse now costs 12 gold
- Henchman now costs 13 gold
- Peasant now cost 15 gold
- Dwarvish miner now cost 16 gold
- Merchild now costs 16 gold
- Goblin Spearman now cost 17 gold

The next faction i'm planning to add are the Drakes
unsung
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Post by unsung »

what about the lavinians?

thyey have a level-0 unit that is recruitable for any era they are in.

but please, lower the health a few points (or increase attack) for theunits, or it could be REALLY boring.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
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Noyga
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Post by Noyga »

After some testing, the undead are still overpowered, the mermaids seems overpowered (i need more testing), and the others factions seem ok

Since i like Walking Corpses with plague i'll try to reduce their power, say 18 gold and 4-2 damage..

I'll add the drakes, and probably the Lavinians in the next version.
Maybe i'll add Neorice's chaos faction if i find a level 0 unit (something like an imp or a familiar ?).
I no longer plan to add the elves.
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Noyga
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Post by Noyga »

v0.4 is out !
This time i added 3 factions : the Drakes, the Lavinians and for fun, the Woses.
Notice that the level 0 units were altered not to be too much overpowered.

I've also done the following change to the Walking corpse to reduce its power :
- raised Walking Corpse cost to 16
- lowered Walking Corpse attack to 4-2

Well don't expect everything to be well balanced (the woses in particular), i need more playtesting....

By the way, i don't plan to add any other factions (except probably the chaos faction), but ideas are alway welcomed.
lwa
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Post by lwa »

Dwarf ulf serker should not be a selectable leader.
Someone could select a random leader and have trouble with.
unsung
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Post by unsung »

I'll help with playestingif I have time.


It's the one helpful thing I'm good at.
Oh no look out its a ray gun.
You should move to avoid the rays
the rays are coming out of the gun
if you are hit by the rays
you will be shot by the rays
the rays are fast so you should be fast to
can you win against the fast rays from the gun?
(S)elfish weirdo
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Location: Trying to finish Mystery campaigns without losses, have completed 0% of the maps so far.

Post by (S)elfish weirdo »

Behold, the (S)elfish Hairdresser!

Image

Cost:18
(S)elfish Hairdresser
18HP
24XP
Level 0
Neutral
Moves: 5
(S)elfish foot and no resistances (except 20% holy)
Attacks: Scissors: 2-3 (blade) meele, Hair drier: 1-4 (fire) ranged
Description: The vast majority of (S)elfish civilians are hairdressers, and thought not soldiers their skillfull use of scissors and the arcane hair drying devices bought from the dwarfs have often turned the tide of the battle... or at least discontent customers - thought they seldom have to as the treehugging Hairdressers are known to be the most skilled throughout all the land, completly superior to their Human and dwarven counterparts.

(yes, I know the picture is an ugly edit, and that the hairdrier is missing, that's the best I could achieve during half an hour of gimping the daggist)
A statement within a signature is a body of absolutist assertions designed to shelter those who cannot abide the cold, hard realities of actually having to prove their claims.
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Cuyo Quiz
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Post by Cuyo Quiz »

:shock: .

*Bows*

You sir, are amazing.
Cuyo Quiz,where madness meets me :D
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
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Noyga
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Post by Noyga »

v0.5 is out :
- some "balancing" changes, in particular i removed the regenerate ability from the Wose Sapling
- removed unchanged units, so there would be less duplicates in the help and the download would be lighter
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Noyga
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Post by Noyga »

v0.6 : now there a 3 eras :
- "Peasant Stone age" with level 1 Leaders
- "Peasant Bronze age" with level 2- Leaders
- "Peasant Iron age" with level 3- Leaders (as before)
[
romnajin
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Post by romnajin »

(S)elfish weirdo wrote:Behold, the (S)elfish Hairdresser!

Image

Cost:18
(S)elfish Hairdresser
18HP
24XP
Level 0
Neutral
Moves: 5
(S)elfish foot and no resistances (except 20% holy)
Attacks: Scissors: 2-3 (blade) meele, Hair drier: 1-4 (fire) ranged
Description: The vast majority of (S)elfish civilians are hairdressers, and thought not soldiers their skillfull use of scissors and the arcane hair drying devices bought from the dwarfs have often turned the tide of the battle... or at least discontent customers - thought they seldom have to as the treehugging Hairdressers are known to be the most skilled throughout all the land, completly superior to their Human and dwarven counterparts.

(yes, I know the picture is an ugly edit, and that the hairdrier is missing, that's the best I could achieve during half an hour of gimping the daggist)
Nice lol
Sorry for the meaningless post
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