Imperial Multiplayer Era - version 0.17 released
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Darn forum bug...Ranger M wrote:And for some reason your post is above mine...turin wrote:Somewhere near London. It's an educational thing, so I'll probably visit several different places.![]()
Unfortunately I don't live in or around London, and don't go there often (even though my cousin lives there), so there wont be a chance of spotting each other.
BTW, will you have free time to go around on your own, or will it be like most educational trips where you must stay with or around the teacher at all times? (I hate them, because the teacher always seems to focus on all of the really boring bits, and walk straight by anything remotely interesting.)
I'm not really sure what the part where we tour the city is going to be like. It is done through a university, not a high school, so I think that's a good thing...
How does a release this afternoon (my time: so, in the next 4-5 hours) sound?
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Yes, yes it is, cos universities tend to give people more freedom (they don't have to look after their students, they do that themselves)turin wrote:I'm not really sure what the part where we tour the city is going to be like. It is done through a university, not a high school, so I think that's a good thing...
Sounds good, I don't have any changes planned (which wouldn't matter too much for balancing the Lavinians, Maurauders and Sidhe), and I was planning to update from the svn today anyway (I should do that more often)turin wrote:How does a release this afternoon (my time: so, in the next 4-5 hours) sound?
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All I'm waiting for to release now is a suitable name for the Acolyte. Witch doesn't seem suitable... how about Fay (or alternate spelling Fae), a word with a meaning similar to fairy?
The means by which the noblewomen are trained is reminiscent of the idea of a changeling... too bad there doesn't appear to be a word for the person who was taken (changeling refers to the elf who replaced the person).
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
What the hell. I'm going to go with Fay and release IE0.13 as soon as I post this. ;P
That brings the list of factions that are planned to be in the IE but aren't yet to:
* Aiyira
* Dardanoi
* Orces Gentorum
* Frost Elves
Four, plus the six we already have... 10 is too many - eras get exponentially harder to balance as more factions are added. We need to make some choices here.
FYI: If I find time, I plan on making Frost Elven graphics so I can get them in the IE...Xan wrote:Well.. I'm going to college within the next two months, so I don't know if I'll have time.turin wrote:a bit OT... does anyone know if Xan is still planning on doing the Frost Elves?
That brings the list of factions that are planned to be in the IE but aren't yet to:
* Aiyira
* Dardanoi
* Orces Gentorum
* Frost Elves
Four, plus the six we already have... 10 is too many - eras get exponentially harder to balance as more factions are added. We need to make some choices here.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
0.13 Released (=revision 188)
Size: exactly 2 MB
Changelog:
so, uh, yeah. Have fun. And if you have balancing suggestions, please post them.
Also, any comments on the 'formation' specialty given to the Propugnator and Praetorian would be appreciated. I will probably remove it, but not if it gets good reviews...
Now, I leave on the 11th, so I have 4 more days to make a hundred commits. But I won't release 1.0 in the next four days, which means there are at least two weeks before it is released... probably more, since we want it to be well-balanced.
Also, any artists interested in animating units can help out here, since it would be nice to have all the units animated for 1.0 (though that's not going to happen). Our standards are lower than mainline's.
/triple post
Size: exactly 2 MB
Changelog:
Code: Select all
version 0.13 (rev 188):
* move dir utils/ to data/
* finished removing unused Aragwaithi units
* update animations to use 1.2 WML
* update sounds to use 1.2 sound files
* New units:
* Marauder Sailor, advancement of Boatsman
* Marauder Sea Dog, advancement of Sailor
* Marauder Fay line (female magi)
* Balancing changes:
* Wild Elves:
* Warrior - Cost to 14
* Herald - Cost to 32, +6 hitpoints
* Warsinger - Cost to 52, +2 hitpoints, +1 damage, -1 attack
* Bladespinner - Cost to 32, +2 hitpoints, +1 damage
* Wardancer - Cost to 52, +6 hitpoints, +1 damage
* Veiledblade - Cost to 32, +6 hitpoints
* Shadowdancer - Cost to 52, +2 hitpoints
* Fury - +2 hitpoints, changed special to berserk
* Wildblade - Cost to 35, +2 hitpoints, changed special to berserk
* Whirlwind - +4 hitpoints, changed special to berserk
* Raindancer - Cost to 22, exp to 48, +4 hitpoints
* Windlasher - Cost to 38, exp to 76, +10 hitpoints
* Tempest - +10 hitpoints, exp to 100
* Stormlord - +12 hitpoints
* War Mage - Cost to 38, exp to 76, +2 hitpoints, +1 ranged damage
* Thunderblade - +2 hitpoints
* Wanderer - +2 hitpoints, exp to 40, +1 ranged damage
* Tracker - Cost to 30, +2 hitpoints, exp to 60
* Windrunner - +4 hitpoints
* Warrior Spirit - +5 hitpoints, +1 attack
* Ancestor - +8 hitpoints, +2 ranged damage
* Forefather - +10 hitpoints, +1 ranged damage
* Lavinian Legion:
* Propugnator and Praetorian gain Formation on shield
attack
* Marauders:
* Marauder Boatsman - -7 hitpoints, changes to
movetype
* Graphics changes:
* Gave Wild Elf units proper shadows
* New attack icon sword-sidhe.png (can use improvements)
* New attack icon gladius.png (can use improvements)
Also, any comments on the 'formation' specialty given to the Propugnator and Praetorian would be appreciated. I will probably remove it, but not if it gets good reviews...
Now, I leave on the 11th, so I have 4 more days to make a hundred commits. But I won't release 1.0 in the next four days, which means there are at least two weeks before it is released... probably more, since we want it to be well-balanced.
Also, any artists interested in animating units can help out here, since it would be nice to have all the units animated for 1.0 (though that's not going to happen). Our standards are lower than mainline's.

/triple post
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
In the balanced era, the Lavinian Decurion and Centurion seem to have lost the leadership ability. [edit] And for that matter, I don't see a formation ability on the Propugnator/Praetorian line, nor illumination on the Signifier/Aquilifier line. What gives? And the Field Ballista uses melee/range attack categories rather than short/long. And the Skirmisher has lost the ability to skirmish. I wonder why the abilities are all gone.... I'm using 1.1.7, and the most current version of IE. [/edit]
All the abilities are gone? Are you sure you're using 1.1.7? The abilities are done using the enw [abilities] tag, not the old method, so if you are using an earlier version they will appear to be abilityless. But for 1.1.7 that shouldn't be a problem...specops wrote:In the balanced era, the Lavinian Decurion and Centurion seem to have lost the leadership ability. [edit] And for that matter, I don't see a formation ability on the Propugnator/Praetorian line, nor illumination on the Signifier/Aquilifier line. What gives? And the Field Ballista uses melee/range attack categories rather than short/long. And the Skirmisher has lost the ability to skirmish. I wonder why the abilities are all gone.... I'm using 1.1.7, and the most current version of IE. [/edit]

And all of the units use melee/range instead of short/long. They're supposed to. Short/long is out of date.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
If you are loading a saved game, that makes sense. If you are starting a new game with the IE and you still get this... I don't really know what could be happening. I'm installing 1.1.7 to see if I get the same error.specops wrote:Yep, using 1.1.7. Even re-downloaded if from the website just to make sure. Fired it up again, and...the Lavinians still lack abilities. Very, very weird.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
How about this for the female marauder line?
Code: Select all
Marauder Seeress -> Witch -> Galdra #the line with the staff
-> Shieldmaiden -> Valkyrie #the one with the enchanted sword
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
/me is very confusedspecops wrote:I got this when I was playing against the AI in multiplayer. In the campaign Fall of Silvium though, the abilities load correctly. I don't know what accounts for the discrepancy. (I started the campaign anew, just to see if they would load correctly from the start.)

Sure. (though the unit doesn't have a staff anymore, just magic iceballs in her hands. And the valkyrie uses a spear.)Temuchin Khan wrote:How about this for the female marauder line?Code: Select all
Marauder Seeress -> Witch -> Galdra #the line with the staff -> Shieldmaiden -> Valkyrie #the one with the enchanted sword
BTW, some background on the role of these units in Marauder society, for use in the unit descriptions, would be nice. For example, would they marry?
----
I was looking at the wikipedia gladius article, and I saw a link to the spatha article... perhaps the Auxiliaries should use a spatha instead of a gladius? There's also the pugio, which perhaps units like the Ballista, which aren't primarily melee, should use.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Well, I'm back and apart from the newest version of IE and Turins new avatar (by the way, very good
, but whats with the ? and treasure chest), what else has happened... I will need a quick update to get up to speed.

I am Oreb, Lord of the Darthien
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- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Never mind. Since making that post, I've noticed that in the latest version of the imperial era, the line is "Fey -> Seeress -> Galdra", which is much better than what I suggested in my previous post. Stick with "Fey"!turin wrote:Sure.Temuchin Khan wrote:How about this for the female marauder line?Code: Select all
Marauder Seeress -> Witch -> Galdra #the line with the staff -> Shieldmaiden -> Valkyrie #the one with the enchanted sword
I'm not sure. I'll have to do a bit more research on this.turin wrote:BTW, some background on the role of these units in Marauder society, for use in the unit descriptions, would be nice. For example, would they marry?
If I remember rightly, the spatha was primarily issued to cavalrymen, so the Nemidians should probably be equipped with a spatha. As for the light infantrymen, I suspect that, being infantrymen, they would have been issued a gladius rather than a spatha.
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1