The Era of Myths 5.19.0

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Anul
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Post by Anul »

viorc wrote:I missed that one. You are thus speaking about EOM alpha 11 or 12
I'm using Era of Myths EOM alpha 11
Anul
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Post by Anul »

I'm using Era of Myths EOM alpha 11,
and I've found a bug in Celestial:
if you pass from wizard to EOM Great Mage, it comes out an error message.
I don't know if the error is still present in alpha 12, anyway I've posted it.
viorc
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Post by viorc »

Anul wrote:I'm using Era of Myths EOM alpha 11,
and I've found a bug in Celestial:
if you pass from wizard to EOM Great Mage, it comes out an error message.
I don't know if the error is still present in alpha 12, anyway I've posted it.
Thanks for updating your report. This bug was well known and fix in the current under work version. Hope it can be useable soon.
viorc
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Post by viorc »

I have updated (still locally on my PC), the shifters to the new resistances. I am getting ready to do the Wargs now but I am a little confused by the value you are giving them.
The encyclopedia about Overwhelm/disrupt says:
JW wrote:It's like Intelligence and Willpower. Units like Trolls are very stupid and easily dominated mentally. Overwhelm would affect them whereas Disrupt would not. Shifters, on the other hand, are more willful but far more intelligent. They wouldn't be affected by Overwhelm as easily, but Disrupt would affect them greatly.
The Warg would resist Overwhelm and have no resistance to Disrupt; they're pretty simple in their thoughts. Undead wouldn't be affected by either (though less even by Disrupt).
Is there any mistyping in the previous definition and should we read "The Warg would resist Disrupt and have no resistance to Overwhelm; they're pretty simple in their thoughts."
It would then be more consistant with the resistances you just gave them:
JW wrote:Warg resistancies:
Shapeshifter line:
Overwhelm: 100 -> 100 (no change)
Disrupt: 100 -> 100 (no change)
Stalker line:
Overwhelm: 100 -> 100 (no change)
Disrupt: 100 -> 90
Werewolf line:
Overwhelm: 100 -> 100 (no change)
Disrupt: 100 -> 90
Wolf Cub line:
Overwhelm: 100 -> 120
Disrupt: 100 -> 60
[edit]uploaded on campaigns.wesnoth.org:15003 server[/edit]

Shouldn't we create a new "foot" for the shapeshifter (or using EOM_smallfoot), as he is another race than Wargs (introducing more variety in the faction) ?
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JW
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Post by JW »

Hmm, you bring up some valid points. I'll take another look at things relatively soon.

Sorry to create promises for the future, but my life is kinda hectic right now with broken car, work on the house, ultimate tournaments, other details I wont bother you with, etc.
troodon
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Post by troodon »

In Era of Myths Beta, it seems like whenever a vampire advances, the game can't find the unit being advanced to. Level 0 vampire to Fledgeling.
viorc
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can't find the unit being advanced to

Post by viorc »

troodon wrote:In Era of Myths Beta, it seems like whenever a vampire advances, the game can't find the unit being advanced to. Level 0 vampire to Fledgeling.
It is strange, I have no problem leveling a bloodborn (level 0) into Fledgeling on my part.
What BFW version do you play ? Can you send a saved game ?
What is the exact error message ?
It would be helpful. Thanks.
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JW
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Post by JW »

Alright man. I've actually been going through the .cfgs hardcore again like I did when I first sat down and starting busting ish out with these guys. That's good news for everyone who likes the EOM. It means a major update will be released shortly. Shortly meaning 5 days +/- 4 days.

I noticed the Elementals are a little underpowered.
viorc
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Shortly meaning 5 days +/- 4 days

Post by viorc »

JW wrote:It means a major update will be released shortly. Shortly meaning 5 days +/- 4 days.
That is a good news to hear.
Just ask if you need help or if you want to share the work.

... and if I may ask, change your avatar as soon as you are better :P
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JW
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Post by JW »

Hmm...toying with the resistancies v damage types is going to get interesting....
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JW
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Post by JW »

Hey, thanks a bunch for changing all the mental range stuff, viorc. That was really the thing I was dreading most to do. I'm closing in on making the next release thanks to your efforts.

Right now I'm still altering some stats (resistancies, xp, etc) to make gameplay a little more natural. It should play quite differently I imagine, and you'll see the work I put in when you check out the next changelog.
viorc
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Post by viorc »

JW wrote:Hey, thanks a bunch for changing all the mental range stuff, viorc. That was really the thing I was dreading most to do.
You're welcome. I can imagine the pain of doing massive and repetitive task like this one with an editor like notepad.
If you do not mind changing horse in the middle of the battle, you can give Vim a try. It night be too tecky still.
JW wrote:I'm closing in on making the next release thanks to your efforts.
Right now I'm still altering some stats (resistancies, xp, etc) to make gameplay a little more natural. It should play quite differently I imagine, and you'll see the work I put in when you check out the next changelog.
Good to hear you have time doing what you are best at. I will delete my "EOM β" from server as soon as I can get access.
viorc
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revising the EOM

Post by viorc »

JW wrote:I've been devoting all my Wesnoth time the last couple days to revising the EOM so I can release it soon
Good to hear you haven't dropped EOM for your new project.
For the record, here are the thoughts I had about resistancies when I feared you wouldn't make it. It might be of some help:
- as you say, the Wargs should be weak to overwhelm. One could add them a mental attack as proposed by Temuchin Khan here.
- the Vampires could made weak to disrupt attack. It would be consistant with the popular idea that vampires can be disturbed by revealing Crucifix/Garlic/Daylight. I am not thinking about introducing a "Garlic Breath" mental attack still ;)
- generally speaking, I thought the Elementals could have no weakness in resistance (except fire and cold). Rather they could be highly affected by the terrain they are on. The effect could be like "Slowed" or "Swarm". Like if a Brazier Creation is fighting on a water terrain, it could be considered slowed. Same for Tidal on ice/snow. Additionaly, they would have also the xxx_home ability (xxx_= fire, water, ...) that you already introduced. This would not apply to Mystic Puppet tree obviously.
- I thought that Undead should have some kind of weakness to mental. The reason is that most of the faction does not have any holy attack. As this is the current only weakness of the Undead, they may be difficult to fight against if they have high resistance to overwhelm/disrupt.
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JW
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Post by JW »

The Undead are still weak to Fire and Impact.

The Warg don't resist D/O, but most everything else does. I'm going to release the new version tonight and see if I can get some platesting now.

I'll update the thread once it's done uploading.

I'll think about those ideas.
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JW
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BETA version RELEASED!!!

Post by JW »

It's done!!!

EOMb1 is out and ready for playtesting!!!

Here's the juicy stuff from the lastest changelog:
version Beta 1:
A new channel
(11-15-06)

-----general changes-----
*added mental channel
*Remove electric resistance type
*Remove mental resistance type
*Add overwhelm and disrupt resistance type
*Rename werewolves to wargs
*Fix Vampire Noble line
*Fix Celestial Wizard line
*Fix path to icons in faction defintion files
*Add TC flag on some shifter units
*Fix background for fireghost sprite
*new graphics for Legionnaire line
*new graphics for Shifter Apprentice lines
There were a bazillion stat changes...too many to list here.

Stop reading and play or post!! :D
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