War of Chaos Era
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- mnewton1
- Posts: 777
- Joined: November 12th, 2008, 4:31 am
- Location: On my pretty teal horsey.
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Re: War of Chaos Era
Oh ok that cold be very useful in the campaigns you will make.
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
- Madnessbane
- Posts: 128
- Joined: May 8th, 2008, 11:14 am
Re: War of Chaos Era
the generals will be the heros in my campaigns, and the leader might come in near the very end.
Re: War of Chaos Era
Hi
First of all: I really like this era! It is a great addon and a welcome change (as opposed to the default eras or the "default-addon-eras": extended era, era of myths etc.), there are a lot of new gameplay aspects and the graphics are very nice.
Minor problems I noticed with the afflicted:
Some abilities seem to be spelled wrong in the cfgs:
- the regenerate-abilities of the afflicted are spelled "rengenerates", causing them not to work (dhampirs, illusionists). Moreover, it would be nice to have different names for the +4, +6, +8, +10 versions to have different in-game links to the description (when you click on "regenerates" in the unit description you get the description for the +4 version, no matter which version the unit actually possesses).
- the HEALS_6 and HEALS_10 abilities do not work (transcended illusionist and illusionist insubstantiate), they are not defined in the war of chaos abilities.cfg and not in the core abilities.cfg either, if I'm not mistaken (copying and altering an appropriate entry fixes this)
- the teleport ability is spelled ABILITY_TELEPORTS instead of ABILITY_TELEPORT (all cases except grim spawns)
- the magician leader (shadow artist) has an ability called PUTREFACTION_8, but this ability does not exist - there is only the standard PUTREFACTION (which is the 8-version so this was probably meant)
I only had a brief look at the afflicted cfgs, not the other races and noticed these things only by chance (because I did not remember a regeneration ability of the dhampirs), so there might be more typos.
Sorry if these are already known, fixed or intentional (to make the abilities not work but keep the text as a reminder for possible future changes).
edit: However, if dhampirs are meant to have regeneration, swamp knowledge would be redundant for the dhampir ancient and above.
First of all: I really like this era! It is a great addon and a welcome change (as opposed to the default eras or the "default-addon-eras": extended era, era of myths etc.), there are a lot of new gameplay aspects and the graphics are very nice.
Minor problems I noticed with the afflicted:
Some abilities seem to be spelled wrong in the cfgs:
- the regenerate-abilities of the afflicted are spelled "rengenerates", causing them not to work (dhampirs, illusionists). Moreover, it would be nice to have different names for the +4, +6, +8, +10 versions to have different in-game links to the description (when you click on "regenerates" in the unit description you get the description for the +4 version, no matter which version the unit actually possesses).
- the HEALS_6 and HEALS_10 abilities do not work (transcended illusionist and illusionist insubstantiate), they are not defined in the war of chaos abilities.cfg and not in the core abilities.cfg either, if I'm not mistaken (copying and altering an appropriate entry fixes this)
- the teleport ability is spelled ABILITY_TELEPORTS instead of ABILITY_TELEPORT (all cases except grim spawns)
- the magician leader (shadow artist) has an ability called PUTREFACTION_8, but this ability does not exist - there is only the standard PUTREFACTION (which is the 8-version so this was probably meant)
I only had a brief look at the afflicted cfgs, not the other races and noticed these things only by chance (because I did not remember a regeneration ability of the dhampirs), so there might be more typos.
Sorry if these are already known, fixed or intentional (to make the abilities not work but keep the text as a reminder for possible future changes).
edit: However, if dhampirs are meant to have regeneration, swamp knowledge would be redundant for the dhampir ancient and above.
Re: War of Chaos Era
Ive been playing the doo doo out of this era the last fews days. I love the brutal pacing of the game mechanics.
I think you should post all the unit art in your first post again like you used to have.
a.) its cool to look at.
b.) It gets people excited about this era as they can plainly see that its not just another era full of frankenstein'd art.
You have done a lot of work and filled each faction full of little details which i think makes the game experience that much richer.
Id love to test out some campaigns and help in anyway possible.
I think you should post all the unit art in your first post again like you used to have.
a.) its cool to look at.
b.) It gets people excited about this era as they can plainly see that its not just another era full of frankenstein'd art.
You have done a lot of work and filled each faction full of little details which i think makes the game experience that much richer.
Id love to test out some campaigns and help in anyway possible.
- Madnessbane
- Posts: 128
- Joined: May 8th, 2008, 11:14 am
Re: War of Chaos Era
thank you Damian, all your information was very useful and helped me easily fix many bugs I would probably otherwise not have noticed. All changes have been made now.
ibalkid, thank you as well. I removed the images because most of them have been altered, but I will make up a new collage and put it back up =)
ibalkid, thank you as well. I removed the images because most of them have been altered, but I will make up a new collage and put it back up =)
Re: War of Chaos Era
Awesome. Looks great. I love that the era is grim and a tad disturbing! I had a similar idea for an era but couldn't pull off the cartoon-y look of wesnoth. You did it in spades.
Sent you a PM
Sent you a PM
- Madnessbane
- Posts: 128
- Joined: May 8th, 2008, 11:14 am
Re: War of Chaos Era
I have now started modifying WOC for the next 1.6.x version
I have uploaded a modified version onto 1.5.9, this update includes:
mutations split into two - greater mutation from recruit and genetic expert
- lesser mutation from genetic apprentice and geneticists
trait traveler added
folder paths modified
old/unused/unimplemented WML removed
war of chaos updated for 1.6.x use
illusionists now have their own movement/defense patterns
divine patroller defense modified
many geneticist unit graphics changes
from now on I will only be updating to the beta versions untill 1.6.x is released, so all you stable branch users will have to wait a bit for any updates.
I have uploaded a modified version onto 1.5.9, this update includes:
mutations split into two - greater mutation from recruit and genetic expert
- lesser mutation from genetic apprentice and geneticists
trait traveler added
folder paths modified
old/unused/unimplemented WML removed
war of chaos updated for 1.6.x use
illusionists now have their own movement/defense patterns
divine patroller defense modified
many geneticist unit graphics changes
from now on I will only be updating to the beta versions untill 1.6.x is released, so all you stable branch users will have to wait a bit for any updates.
- Madnessbane
- Posts: 128
- Joined: May 8th, 2008, 11:14 am
Re: War of Chaos Era
I'm looking for some input for one of the major changes for version 0.4.x
this change is in relation to generals, I have been playing with the idea of making your selection of generals modify game play to some degree. My first idea was to make your choice in general modify all of the units in your team, but with almost 300 units in the game already I'm not looking forward to tripling to number, its already a nightmare to make changes to everything as it is, and the idea of having to change four files to modify one unit is almost enough to make me cry.
So here are some ideas:
1. every general you select makes a different trait pattern for all of your units
2. every general you select adds a special trait to your trait lists
3. every general you select modifies your recruitment costs (i.e. magic generals make magic units cheaper, ect)
4. every general you select modifies your experiance costs for level 1 units (i.e. magic generals make level 1 magic units have lower exp costs, ect)
5. a mixture of all of the above
6. none of the above
7. other changes of some description
If you have an opinion I would love to hear it, so please feel free to reply saying which idea you like the most, or suggesting an alternative idea.
this change is in relation to generals, I have been playing with the idea of making your selection of generals modify game play to some degree. My first idea was to make your choice in general modify all of the units in your team, but with almost 300 units in the game already I'm not looking forward to tripling to number, its already a nightmare to make changes to everything as it is, and the idea of having to change four files to modify one unit is almost enough to make me cry.
So here are some ideas:
1. every general you select makes a different trait pattern for all of your units
2. every general you select adds a special trait to your trait lists
3. every general you select modifies your recruitment costs (i.e. magic generals make magic units cheaper, ect)
4. every general you select modifies your experiance costs for level 1 units (i.e. magic generals make level 1 magic units have lower exp costs, ect)
5. a mixture of all of the above
6. none of the above
7. other changes of some description
If you have an opinion I would love to hear it, so please feel free to reply saying which idea you like the most, or suggesting an alternative idea.
- mnewton1
- Posts: 777
- Joined: November 12th, 2008, 4:31 am
- Location: On my pretty teal horsey.
- Contact:
Re: War of Chaos Era
every general you select adds a special trait to your trait lists
But maybe you could modify this one so every units gets a trait like for magic general you could have something like "Gifted" we each unit losses some HP and need 10% less XP and maybe every attack with the ability magical could get one more damage. But i think you should have several different ones... Gifted-Studious-Intelligent-and so one. But every unit get one. I hope this makes sense.
every general you select modifies your recruitment costs (i.e. magic generals make magic units cheaper, ect)--- and maybe fighters cost more...
But maybe you could modify this one so every units gets a trait like for magic general you could have something like "Gifted" we each unit losses some HP and need 10% less XP and maybe every attack with the ability magical could get one more damage. But i think you should have several different ones... Gifted-Studious-Intelligent-and so one. But every unit get one. I hope this makes sense.
every general you select modifies your recruitment costs (i.e. magic generals make magic units cheaper, ect)--- and maybe fighters cost more...
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
- Madnessbane
- Posts: 128
- Joined: May 8th, 2008, 11:14 am
Re: War of Chaos Era
I'm not sure I would make EVERY unit have the trait, but I would add the trait onto every unit's possible traits list. and yes the price changes would be more universal, effecting multiple units.
- mnewton1
- Posts: 777
- Joined: November 12th, 2008, 4:31 am
- Location: On my pretty teal horsey.
- Contact:
Re: War of Chaos Era
Ok here are some units I think need to have there graphics edited a little.
I think that both the divine judge 1&2 need to have there shield be more at an angle, and I think that the Divine Judge 3's axe needs to be re done
I think that the Geneticist Superior's shield needs to be moved in a bit closer to the body, and maybe placed at a bit more of an angle as well
That is the best advise I can give
hope it helps
I think that both the divine judge 1&2 need to have there shield be more at an angle, and I think that the Divine Judge 3's axe needs to be re done
I think that the Geneticist Superior's shield needs to be moved in a bit closer to the body, and maybe placed at a bit more of an angle as well
That is the best advise I can give

Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
- Madnessbane
- Posts: 128
- Joined: May 8th, 2008, 11:14 am
Re: War of Chaos Era
OK, so I got sick of incorporating abilities from the original era, so I've replaced marksman with:
accuracy:
This attack always has a 60% chance to hit in offense and 50% chance to hit in defense regardless of the defensive ability of the unit being attacked.
and magical has been replaced with 5 different weapon specials:
illusionry:
This attack always has a 70% chance to hit in offense, and a 60% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 10% more damage when used defensively.
divinity:
This attack always has a 50% chance to hit in offense, and a 70% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 20% more damage when used offensively.
sorcery:
This attack always has a 60% chance to hit in offense, and a 80% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 10% less damage when used defensively.
shamanism:
This attack always has a 70% chance to hit in offense, and a 80% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 20% less damage when used defensively.
elementalism:
This attack always has a 70% chance to hit in offense, and a 50% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 20% more damage when used defensively.
eventually abilities like heal, regenerate, and various other mainline abilities will be replaced. Poison however may just be changed to something like "Poisoning", or just left the same unless I can think of a quirk to add to it, same goes for slows and drains.
accuracy:
This attack always has a 60% chance to hit in offense and 50% chance to hit in defense regardless of the defensive ability of the unit being attacked.
and magical has been replaced with 5 different weapon specials:
illusionry:
This attack always has a 70% chance to hit in offense, and a 60% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 10% more damage when used defensively.
divinity:
This attack always has a 50% chance to hit in offense, and a 70% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 20% more damage when used offensively.
sorcery:
This attack always has a 60% chance to hit in offense, and a 80% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 10% less damage when used defensively.
shamanism:
This attack always has a 70% chance to hit in offense, and a 80% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 20% less damage when used defensively.
elementalism:
This attack always has a 70% chance to hit in offense, and a 50% chance to hit in defense and regardless of the defensive ability of the unit. This attack does 20% more damage when used defensively.
eventually abilities like heal, regenerate, and various other mainline abilities will be replaced. Poison however may just be changed to something like "Poisoning", or just left the same unless I can think of a quirk to add to it, same goes for slows and drains.
Re: War of Chaos Era
I have been playing the elves a lot and am starting to think that they might be a tad bit underpowered. Maybe just a fraction. I know that they are a lot cheaper then the other factions units. I am still giving them a detailed playing but i dont think i can really make a logical judgement unless i can observe it in multiplayer. Maybe if they would gain exp a tad bit faster, it would even things out.
Im going to keep playing them and see if i can get some MP action going as well.
Im going to keep playing them and see if i can get some MP action going as well.
- Madnessbane
- Posts: 128
- Joined: May 8th, 2008, 11:14 am
Re: War of Chaos Era
have you tried going refined? the great thing about the elves is they can level regularly as a swarm race and max at level 3 or go refined and level like a normal race and max at level 4. I find the best way to utilize the elves is to make a mixture of both kinds of units.
With this era it can be quite difficult to use a faction to their full potential and it takes a while to get the hang of how to use a faction. I myself cant really use the elves very well, but I have seen players (and even computers on occasion) dominate with them.
Try different combination of units psi casters are useful because they can inflict good damage or slow, wilders are good at high damage and the assassin is great because its one of the few units in the game with tactics. The advantage of the elves is you can swarm with lots of units, and they have a very wide range of weapon abilities. Fury wilders have brutality, hunters, trappers, and psi casters have slows, sorcerors are the only units in the game with stone, assassins have tactics, levitatress can fly, the bodyguard has intimidate (another rare skill), the stalker can poison and slow. And as well as this each level one unit can level up into either a neutral, chaotic, or lawful unit.
Because of this the elves are not about power, they are more about overwhelming with various abilities.
With this era it can be quite difficult to use a faction to their full potential and it takes a while to get the hang of how to use a faction. I myself cant really use the elves very well, but I have seen players (and even computers on occasion) dominate with them.
Try different combination of units psi casters are useful because they can inflict good damage or slow, wilders are good at high damage and the assassin is great because its one of the few units in the game with tactics. The advantage of the elves is you can swarm with lots of units, and they have a very wide range of weapon abilities. Fury wilders have brutality, hunters, trappers, and psi casters have slows, sorcerors are the only units in the game with stone, assassins have tactics, levitatress can fly, the bodyguard has intimidate (another rare skill), the stalker can poison and slow. And as well as this each level one unit can level up into either a neutral, chaotic, or lawful unit.
Because of this the elves are not about power, they are more about overwhelming with various abilities.
Re: War of Chaos Era
They are a lot different play style wise. Like i said, my observation/opinion wasnt set in stone. And after playing with em fairly extensively i actually like them. It took a while to get used to them and i am far from mastering them. They may be a swarm faction but what i like most about them is that they are unlike most swarm factions in games where it can tend to be mindless swarms. These guys are more so about finesse and planning. Knowing who to use when and why. Initially there inability to slug it out unit for unit can lead one to believe that they are weak, i think thats what my initial impression was.
Whats the best way for me to find out exactly what all the bonus's r? Im not to familiar with the inner workings of Wesnoth. Is this info in a config file somewhere? It be great if you(or anyone for the matter) could point me in the right direction? There are so many traits and what not that id like to know exactly whats what!
Cheers
Whats the best way for me to find out exactly what all the bonus's r? Im not to familiar with the inner workings of Wesnoth. Is this info in a config file somewhere? It be great if you(or anyone for the matter) could point me in the right direction? There are so many traits and what not that id like to know exactly whats what!
Cheers
