Extended Era revived - version 36
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IMHO that amount of damage is bordeline for the Warrior and clearly too much for the corsair. Maybe you didn't take in account that the unit might be strong...Kalis wrote:Hey Noyga and Temuchin,
Suggestions
1. Dark Elf Warrior and Corsairs attack to 7-5, 8-7 attack respectively (large impact on the day/night cycle effects).
There might be a problem with the fighter upgrade, but iMHO it would be rather the Captain being just a little too interesting...
It's not meant to be a main attack and easy to use.Kalis wrote:2. Some change to dark elf lords. My personal preference would be multiple attacks for slow (e.g. 5-2, then 6-3, then 7-4).
It's rather something that would usually be used mostly on defense due to the special defense weight of this atttack.
Usually you won't use it much directly ...
Those units are meant to be ranged unit, thus the melee shouldn't be very good.Kalis wrote:3. Hunters get more melee attacks. For example... 5-3, 7-3 (backstab), 10-3 (backstab).
When they backstab the Shadows and Stalkers can make the same amount of damage of their ranged attack (with fewer strikes). IMHO that already very nice and shouldn't be increased.
I do like them how they are.Kalis wrote:4. Lizard master get an 10-3 charge (from 15-2), or 8-4 melee (from 8-3), or more HP (e.g. 62), or a 3rd level. Possibly increase XP req from 35 to 42-48 to balance the stat increase.
I has a little better charge attack than the Knight with a better movetype.
The other attack is meant to be a secondary attack, less powerful, but also less risky.
Thanks for the descriptions

"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!"
-- xtifr

Fair enough Noyga.
Btw, the Unit tree for EE is missing:
- dwarven fighter branch for dwarves
- trolls and orcish ruler for northerners
- burners for drakes
I wasn't sure what kind of descriptions to make for the daemons. Alternate dimension? Damned souls become daemons? Well if you have anything else you want me to add, I'll try to fit it in.
Lesser Daemons:
Summoned from an alternate dimension through blood sacrifice, lesser daemons exist at the bottom of the daemon hierarchy. Barely tougher than the average human, lesser daemons are menials assigned the most tasteless tasks. In battle, they are useful in battle due to their versatility; they can throw fireballs at enemies or engage them in the melee with their axes.
Chaos Daemon:
The primary class of daemons, these creatures have honed their skills in battles of supremacy amongst themselves. Experts in wielding their double headed axes and throwing fireballs, they are capable soldiers.
Greater Daemon:
Daemons are never truly killed, they are merely banished back to the fiery realm from which they come. Greater Daemons are experienced warriors who have existed for millennia. Their accumulated experience has made them masters of axe and fire. With their skill, they stand at the summit of daemon society, dominating their lesser brethren through a combination of intimidation and coercion.
Winged Daemon:
While most daemons are bound to land, some daemons spawn wings and become capable of flight. Valued as messengers and scouts, Winged Daemons take pleasure in striking suddenly, and then disappearing just as quickly.
Btw, the Unit tree for EE is missing:
- dwarven fighter branch for dwarves
- trolls and orcish ruler for northerners
- burners for drakes
I wasn't sure what kind of descriptions to make for the daemons. Alternate dimension? Damned souls become daemons? Well if you have anything else you want me to add, I'll try to fit it in.
Lesser Daemons:
Summoned from an alternate dimension through blood sacrifice, lesser daemons exist at the bottom of the daemon hierarchy. Barely tougher than the average human, lesser daemons are menials assigned the most tasteless tasks. In battle, they are useful in battle due to their versatility; they can throw fireballs at enemies or engage them in the melee with their axes.
Chaos Daemon:
The primary class of daemons, these creatures have honed their skills in battles of supremacy amongst themselves. Experts in wielding their double headed axes and throwing fireballs, they are capable soldiers.
Greater Daemon:
Daemons are never truly killed, they are merely banished back to the fiery realm from which they come. Greater Daemons are experienced warriors who have existed for millennia. Their accumulated experience has made them masters of axe and fire. With their skill, they stand at the summit of daemon society, dominating their lesser brethren through a combination of intimidation and coercion.
Winged Daemon:
While most daemons are bound to land, some daemons spawn wings and become capable of flight. Valued as messengers and scouts, Winged Daemons take pleasure in striking suddenly, and then disappearing just as quickly.
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It's due probably a bug from units.wesnoth.org that doesn't handle [base_unit] correctly.Kalis wrote:Fair enough Noyga.
Btw, the Unit tree for EE is missing:
- dwarven fighter branch for dwarves
- trolls and orcish ruler for northerners
- burners for drakes
They are supposed to be some kind of creatures usually living in Hell , or similar...Kalis wrote:I wasn't sure what kind of descriptions to make for the daemons. Alternate dimension? Damned souls become daemons? Well if you have anything else you want me to add, I'll try to fit it in.
So where is that place ? Good question. It could be in another dimension or it could be a particular (hidden & unknown) place of the world, that's probably not important.
After a brief overview your descriptions sounds good, thanks

"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!"
-- xtifr

I think the demon should be able to level branch, only 1 make it a bit plain, also the descriptions are to gentle for daemons, they love to murder and strikes people when and where it matter the most, theyre the incarnatio of evil, and their origins on the World should be more shrouded in mystery to make them more interesting.
I am trying to build a demonic faction to oppose some angel faction, Chaos is good, but I would like to introduce more daemon based units, there is also a faction of little demons.
For now I was trying to do an Ailu Demon art, but I'm still unable to use GIMP properly, and I critically lack talent for heads and legs.
I'm also trying to make a minotaur unit and mindflayer unit.
I am trying to build a demonic faction to oppose some angel faction, Chaos is good, but I would like to introduce more daemon based units, there is also a faction of little demons.
For now I was trying to do an Ailu Demon art, but I'm still unable to use GIMP properly, and I critically lack talent for heads and legs.
I'm also trying to make a minotaur unit and mindflayer unit.
I think the Corsair and Warrior are too powerful, just the way those Steppe Outcasts are too powerful, or the Steppe Defender branch is kind of useless as it can't ever attack.
I really like this Era, it's a great job you've done, I'd only change the Dark Elf units to have "Dark Elf X" on the name, so it's like "Dwarven Fighter", "Merman Fighter", "Dark Elf Fighter"
I have a question though, how come none of the added units have traits? Is it hard to add or something?
Once again, great job guys, keep it up
I really like this Era, it's a great job you've done, I'd only change the Dark Elf units to have "Dark Elf X" on the name, so it's like "Dwarven Fighter", "Merman Fighter", "Dark Elf Fighter"

I have a question though, how come none of the added units have traits? Is it hard to add or something?
Once again, great job guys, keep it up

I don't have the same feeling for the units you described, btw describing more precisely what's exactly wrong with their balance would be more helpful.
For the unit names, i did not use "Dark Elf X" because i find in this case the string is too long...
For the traits, well it looks you're using a version of EE with a too old version of Wesnoth, the latest one is for Wesnoth 1.3.8+....
For the unit names, i did not use "Dark Elf X" because i find in this case the string is too long...
For the traits, well it looks you're using a version of EE with a too old version of Wesnoth, the latest one is for Wesnoth 1.3.8+....
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!"
-- xtifr

some comments about the windsong era again
i really dont think that it is ready for extended era
just some random thoughts about the units and their advancement trees
Windsong Gatekeeper -> Windsong Lorekeeper
-> Windsong Heretic -> Windsong Harbinger
first line is the main fighter line
some things i would change there
* 70 % defense in village and castle should be removed and get 60 %
* 5 movement instead of 4
* the windsong heretic line should be removed and the lorekeeper should get a level 3, because a mage like fighter with berserk is really strange
* counter should be removed
* there are also graphics missing for the level 2 and level 3
* i would leave the stats of the level 1 they way they are execpt the 70 % defense and the movement
* level 2 should get a +10 % resistance for blade/impact/pierce rest should stay 0 %
* level 3 could be something like 10-5 with same resistance and 65 hp
the Windsong courier line has the same problems than the gatekepper line
2 upgrade paths and all the same images
i would remove the update line with the charging level 2 (the emissary)
the level 1 could be changed a bit like giving her a bit more damage (like 7-2 or 8-2 blade and no impact) and the ability dread (from the spearhead)
resitance,movement (perhaps reduced by 1) could stay the same but should not be increased with a level up
melee and range of the reaver, dreadnought could stay the same(with blade)
windsong scribe
i really think that slow should be removed here, but i have not a good idea how to change her here
more damage would make her like an adept, perhaps another damage type like fire would fit her (perhaps both 7-3 magic)
windsong seeker
i would make her an real elusive foot unit, with the resistance they have and change blade melee to pierce
skrimisher seems ok, but magic should be removed for the level 1 perhaps giving her 5-2 pierce/blade range
i like the idea of the 2 lines, perhaps 1 line could get backstab melee and the other 1 marksman range with level 2
sky shard
i would remove it completly and instead split the 2 lines of the windsong weaver and make a new level 1 unit for the prophetess line
new windsong prophetess line
level 1 unit should have 3-2 melee arcane (or cold perhaps) and slow and +4 healing
level 2 (windsong prophetess now) could stay the same with cure/healing+8but the leadership should be removed
level 3 (windsong ascendant now) could get 6-4 slow melee with cure/healing + regeneration and the 60 % resistance should be removed
perhaps all unit in this line should get some elementel res (fire, arcane, cold, perhaps 20 %)
the movement type could be flying (like the level 3 now from level 1 on)
the windsond weaver could stay the same without the +4healing, perhaps a bit more damage
windsong envoy could get leadership and rest could stay the same, same with the level 3
puh just some things about the windsong
i really dont think that it is ready for extended era
just some random thoughts about the units and their advancement trees
Windsong Gatekeeper -> Windsong Lorekeeper
-> Windsong Heretic -> Windsong Harbinger
first line is the main fighter line
some things i would change there
* 70 % defense in village and castle should be removed and get 60 %
* 5 movement instead of 4
* the windsong heretic line should be removed and the lorekeeper should get a level 3, because a mage like fighter with berserk is really strange
* counter should be removed
* there are also graphics missing for the level 2 and level 3
* i would leave the stats of the level 1 they way they are execpt the 70 % defense and the movement
* level 2 should get a +10 % resistance for blade/impact/pierce rest should stay 0 %
* level 3 could be something like 10-5 with same resistance and 65 hp
the Windsong courier line has the same problems than the gatekepper line
2 upgrade paths and all the same images
i would remove the update line with the charging level 2 (the emissary)
the level 1 could be changed a bit like giving her a bit more damage (like 7-2 or 8-2 blade and no impact) and the ability dread (from the spearhead)
resitance,movement (perhaps reduced by 1) could stay the same but should not be increased with a level up
melee and range of the reaver, dreadnought could stay the same(with blade)
windsong scribe
i really think that slow should be removed here, but i have not a good idea how to change her here
more damage would make her like an adept, perhaps another damage type like fire would fit her (perhaps both 7-3 magic)
windsong seeker
i would make her an real elusive foot unit, with the resistance they have and change blade melee to pierce
skrimisher seems ok, but magic should be removed for the level 1 perhaps giving her 5-2 pierce/blade range
i like the idea of the 2 lines, perhaps 1 line could get backstab melee and the other 1 marksman range with level 2
sky shard
i would remove it completly and instead split the 2 lines of the windsong weaver and make a new level 1 unit for the prophetess line
new windsong prophetess line
level 1 unit should have 3-2 melee arcane (or cold perhaps) and slow and +4 healing
level 2 (windsong prophetess now) could stay the same with cure/healing+8but the leadership should be removed
level 3 (windsong ascendant now) could get 6-4 slow melee with cure/healing + regeneration and the 60 % resistance should be removed
perhaps all unit in this line should get some elementel res (fire, arcane, cold, perhaps 20 %)
the movement type could be flying (like the level 3 now from level 1 on)
the windsond weaver could stay the same without the +4healing, perhaps a bit more damage
windsong envoy could get leadership and rest could stay the same, same with the level 3
puh just some things about the windsong

Translation and Unit description
Hi
I have a few questions and hopefully they are not stupid.)
First of all i tried out the Extended Era for the first time and i really liked it.
Soon I tried to find out some information about the units and were very surprised to see, that there are really descriptions you can use in the Wesnoth interface. For sure, not all of the descriptions and translation are available, so i thought it would be a great thing to try myself, as i already wanted to learn something about this translation systems. This brought me up to some questions soon.
First of all, i tried to find out, where the files of the Era are stored, if you have nstalled it using the campaign server. Even spending more than an hour, i wasn´t able to find out. I´m using Vista at the moment (I know I prefer Linux myself
) and Wesnoth 1.3.8. So perhaps you can tell me, in which directory the files are stored? Am I stupid or what is the problem, they must be somewhere
Second, i wasn´t willing to give up so fast and finally found a Pre Beta 2 (i think this is actual) on the WOLF Server
Having found the MO Files for translations i soon tried to convert them back to po, so that i would be able to edit them. Unlucky i was, there is a problem in parsing, resulting in an error. So still i´m not able to edit.
So i would like to ask 1:9 Is it usefull to provide you with unit descriptios and some more german translations, and if so, would you provide me the .po files, so that im able to edit them?
Is there a SVN, where they are stored. The SVN of Wesnoth isn´t accessible now, so i´m not sure if maybe some of the files are stored there?????
A lot of questions
only to edit some small textfiles -
this is really frustrating
I have a few questions and hopefully they are not stupid.)
First of all i tried out the Extended Era for the first time and i really liked it.
Soon I tried to find out some information about the units and were very surprised to see, that there are really descriptions you can use in the Wesnoth interface. For sure, not all of the descriptions and translation are available, so i thought it would be a great thing to try myself, as i already wanted to learn something about this translation systems. This brought me up to some questions soon.
First of all, i tried to find out, where the files of the Era are stored, if you have nstalled it using the campaign server. Even spending more than an hour, i wasn´t able to find out. I´m using Vista at the moment (I know I prefer Linux myself

Second, i wasn´t willing to give up so fast and finally found a Pre Beta 2 (i think this is actual) on the WOLF Server
Having found the MO Files for translations i soon tried to convert them back to po, so that i would be able to edit them. Unlucky i was, there is a problem in parsing, resulting in an error. So still i´m not able to edit.
So i would like to ask 1:9 Is it usefull to provide you with unit descriptios and some more german translations, and if so, would you provide me the .po files, so that im able to edit them?
Is there a SVN, where they are stored. The SVN of Wesnoth isn´t accessible now, so i´m not sure if maybe some of the files are stored there?????
A lot of questions

only to edit some small textfiles -
this is really frustrating
Possible Bug
I might sound like a DAU, but this seems to be a greater problem at all.Weeksy wrote:if you're on windows, under your wesnoth directory EE will be in \userdata\campaigns\Extended Era\
Indeed there is NO directory \userdata\campaigns
If all there is directory \userdata\data\campaigns
but EE isn´t there. As well i can´t find it in the normal userdata directory.
I have to tell that there seem to be other extensions, that show the same problem. I have to repeat, that I am using Windows VISTA and that the Extension works on my system.
Perhaps this is general bug in the Windows Binary.

VISTA Directory problem
OK - I found this out out on my own and it was much trickier as it sounds, as windows Vista search had a problem on my system.Weeksy wrote:if you're on windows, under your wesnoth directory EE will be in \userdata\campaigns\Extended Era\
Indeed online installed Extensions are NOT stored in the above directory.
Either they are stored in the following directory:
C:\Users\[USERNAME]\AppData\Local\VirtualStore\Program Files\Wesnoth\userdata\data\campaigns
This isn´t only true for the EE Era but for all online installed extensions if using Windows VISTA.
I don´t know if this a wanted behaviour. Mostlikely I see a lot of problems, if files re stored there by default.
As this is a more general question, perhaps this should be addressed elsewhere????
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Hey, are you guys aware that the Orcish Witch Doctor and the Orcish Warlock have the same unit descriptions as the Orcish Shaman?
If you are, disregard me...
If you are, disregard me...
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