Imperial Multiplayer Era - version 0.17 released

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Temuchin Khan
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Post by Temuchin Khan »

turin wrote:Names appear for me, in 1.1+svn. What version of the game are you using?

It appears that names are truncated at about 10 characters... that's unfortunate. :(
I'm getting Kedari names!

And get this -- all along the problem was leakage from the latest version of the All Factions Era. As soon as I ditched it, I started getting Kedari names in the Imperial Era.

As far as the names being capped it 10 characters goes, there are several different methods for writing Arabic names in English, so I think I could probably find an alternative method that would keep most of the longer names to ten characters or less.

Shall I give it a shot?
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Noyga
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Post by Noyga »

Temuchin Khan wrote:
turin wrote:Names appear for me, in 1.1+svn. What version of the game are you using?

It appears that names are truncated at about 10 characters... that's unfortunate. :(
I'm getting Kedari names!

As far as the names being capped it 10 characters goes, there are several different methods for writing Arabic names in English, so I think I could probably find an alternative method that would keep most of the longer names to ten characters or less.

Shall I give it a shot?
Well this is a theme-specific limitation, there is a limited arread to display charcter, so if the names are too long they are truncated.
With a differant theme, on 1.0.2, i could display entirely a 12 character-long name.
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Temuchin Khan
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Post by Temuchin Khan »

Noyga wrote:With a differant theme, on 1.0.2, i could display entirely a 12 character-long name.
So could we adjust this for a 13 or 14 character name?

@turin: Azhur, not Anyar, had the initial idea for the Kedari. I'm not sure if this was listed correctly in the credits for the Imperial Era
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Noyga
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Post by Noyga »

Yes it is possible, but you need to tweak your theme, so the font you choose to display names is small enough and the area to display names large enough.
The themes are usually located in the data/themes directory.
You can swith to another them with the :theme command (in the command mode), or in 1.1 directly from the options menu.
For information about tweaking the themes, see http://www.wesnoth.org/wiki/ThemeSystem & http://www.wesnoth.org/wiki/ThemeWML.
It's probably not the easiest thing to starts with.
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Temuchin Khan
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Post by Temuchin Khan »

Having playtested the Kedari a bit, it seems to me that perhaps the Ragel should be weakened a little and the Ifrit allowed to move slightly faster in water. I'm posting the proposed changes; see if you think they're good.
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turin
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Post by turin »

What would be the opinion on adding an Archer unit to the Lavinian faction? It would be weak offensively, and move slowly, but have good defence and marksman. I'll write a more detailed proposal later.
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Alks
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Post by Alks »

useful addition, but he should be really slow. And I think, he should get alternative branch with fire damage. Lavinians definitely need some elemental damage dealers - just for the sake of having them :)
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turin
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Post by turin »

The basic tree would be:


Archer -> Siege Archer -> Latin version of archer
. . . . . . .-> Ballista -> Latin version of ballista

The siege archer would get a fire attack. Depending on how steadfast works (is it a weapon special, or an ability? I don't remember), it would get steadfast and marksman on ranged, or steadfast on melee (I'd give it a really weak 2-2 punch attack or something) and marksman on ranged.

The siege archer would keep the high defence, low damage, and marksman, but gain a movement point, whereas the ballista would lose some defence, lose marksman, but deal more damage. (The siege archer would be the one to not violate RIPLIB).
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unsung
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Post by unsung »

I have no problem with the idea.
I think steadfast is an ability. it either lets you take only half damage from enemy attacks on their turn, or gives 50% resitance on their turn.


I think.


I like the idea because it adds a recruitable unit, which is something the lavinians don't have much of.

Balista should have a decent meele since it would have a crew of several men.


You could also use the bolt shooters or automatic crossbows as advancments.
Oh no look out its a ray gun.
You should move to avoid the rays
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if you are hit by the rays
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the rays are fast so you should be fast to
can you win against the fast rays from the gun?
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Post by Alks »

It's also a brand-new combination of abilities making the lavinian archer a curiosity. Steadfast archers? With marksmanship? I think I like it, but the key is to not to overpower them too much. Slow and tragic melee, should be enough.
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Temuchin Khan
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Post by Temuchin Khan »

turin wrote:The basic tree would be:


Archer -> Siege Archer -> Latin version of archer
. . . . . . .-> Ballista -> Latin version of ballista

The siege archer would get a fire attack. Depending on how steadfast works (is it a weapon special, or an ability? I don't remember), it would get steadfast and marksman on ranged, or steadfast on melee (I'd give it a really weak 2-2 punch attack or something) and marksman on ranged.

The siege archer would keep the high defence, low damage, and marksman, but gain a movement point, whereas the ballista would lose some defence, lose marksman, but deal more damage. (The siege archer would be the one to not violate RIPLIB).
I like the idea, but I would suggest some name changes.

New version, with Latin names:

Code: Select all

Archer -> Veteran Archer -> Sagittarius -- high defence, low damage, better movement, marksman
       -> Field Ballista -> Arcuballistarius -- low defence, high damage, worse movement
EDIT: I think the Field Ballista -> Arcuballistarius branch should have a very large weapon --- larger than an ordinary bow, but smaller than an ordinary catapult. The Romans really did have small, portable, two-foot-long-arrow shooting catapults that could be used on the battlefield and not just in seiges, so there would even be a historical basis for it.

EDIT: Made further changes to my version of the level two unit names.
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Noyga
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Post by Noyga »

AFAIK romans archer were rare, they would rather use javelin (units that you do already have) or hire some mercenaries archers.
So if you want something similar with the lavinians, i would rather stop the archer line at level 2 or make them allied troops (not "lavinians"), or use the javelinneers (Leves / Velites) instead.
BTW the ballista line is a very good idea, and IMO should be lavinian, so you wouldn't probably want archers as allied troops rather than lavinians, or make ther advance from a javelin thrower you already have (the Velite Line ?).
You may want to add the catapult too, as a lvl 3 alternative advancement from the ballista.
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turin
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Post by turin »

Well, the idea behind the name "siege archer" was, with marksman he will be rather powerful against fortresses. He goes up to the castle and starts shooting at it, while the units inside the fortress, even though they attack him, can't do much damage to him. So, I think I prefer the name Siege Archer to Veteran Archer, because it has more flavor to it. Veteran Archer is rather generic.


In response to romans not using archers a lot - true. However, they didn't never use archers. the romans' comparative lack of skill in archery is reflected by the fact that these archers do subpar damage, but make up for it in other ways.
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turin
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Post by turin »

Sketch of the Archer (better name for 1st level would be appreciated) and Siege Archer:
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Cuyo Quiz
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Post by Cuyo Quiz »

I think the lvl1 should not have the shield. If you want more differentation you could try putting a carcaj on the waist, just like persians did.
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