BEEM - Balancing Extended Era Modification v3.3.2
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Re: BEEM - Balancing Extended Era Modification v3.3.2
A good RPG that used all eras and actually gave you the chance to see all of them would be huge, complex, and yes, hard to make.thorgaal wrote:Hello, I really love this mod, but IMO an RPG era based on the "all eras' version" would be really cool, is it hard to do it?
Re: BEEM - Balancing Extended Era Modification v3.3.2
I didn't speak of a map, just an era based on this one for using with Colosseum or DotG for example.
Re: BEEM - Balancing Extended Era Modification v3.3.2
Neither did I... but ok. Sorry. That's not really an RPG, so I was confused.thorgaal wrote:I didn't speak of a map, just an era based on this one for using with Colosseum or DotG for example.
Re: BEEM - Balancing Extended Era Modification v3.3.2
theres an ageless rpg era thats being worked on. it also has tons of stuff
there aren't any drake fighers or clashers in the fighers guild.
there aren't any drake fighers or clashers in the fighers guild.
Re: BEEM - Balancing Extended Era Modification v3.3.2
I have done it to use with my survivals, but I does not relese it.thorgaal wrote:I didn't speak of a map, just an era based on this one for using with Colosseum or DotG for example.
Maeby Voodoo can find it interesting and can add it to BEEM
For manually install you have to put the file in BEEM/eras/
- Attachments
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colosseum_beem.cfg
- (13.93 KiB) Downloaded 534 times
Re: BEEM - Balancing Extended Era Modification v3.3.2
The Gargoyles have 100% defense on/above unwalkable terrain because of the missing value in the vampires.cfg in the movetypes-folder. This value is missing for other units configs, too.
Last edited by DerTod on August 22nd, 2009, 7:11 am, edited 1 time in total.
Re: BEEM - Balancing Extended Era Modification v3.3.2
The extra factions should be balanced with the regular factions, especially since by default many come with it anyway.
I was just checking out the extended faction and noticing how unbalanced it is, then I downloaded your mod and checked it out, and the balance issues still exist.
Lets start with the most egregious unignorable (to me) balance problem.
Red mages on up
verses
warlocks on up.
The warlock-sorcerer line combines the best of both the white mage line and the silver mage line into one. The healing of white mages, the teleportation of silver mages, and more damage in both range and melee then either. Granted it can't get the illumination of a mage of light (but its neutral so that doesn't matter much) and it doesn't get the fire and cold resistance of a silver mage (but I see in your change log that you gave it a tiny bit) or the +1 in speed.
But the difference in both range and melee damage is extreme, I think about 30% more range damage, (probably more when compared to the light mage path) and more then twice the melee damage. I didn't feel like leveling one to sorcerer in your "balanced" version to see if it was the same when it looked pretty much the same with warlocks and wizards and I didn't see anything in the change log that suggested such.
To make it really simple, just compare a red mage with a warlock, same cost, same HP, same range damage, warlock does more melee damage, and light healing.
It would be nice to have some truly balanced versions of these mods. Though one that at least one that came sorta close, would be a nice too.
I was just checking out the extended faction and noticing how unbalanced it is, then I downloaded your mod and checked it out, and the balance issues still exist.
Lets start with the most egregious unignorable (to me) balance problem.
Red mages on up
verses
warlocks on up.
The warlock-sorcerer line combines the best of both the white mage line and the silver mage line into one. The healing of white mages, the teleportation of silver mages, and more damage in both range and melee then either. Granted it can't get the illumination of a mage of light (but its neutral so that doesn't matter much) and it doesn't get the fire and cold resistance of a silver mage (but I see in your change log that you gave it a tiny bit) or the +1 in speed.
But the difference in both range and melee damage is extreme, I think about 30% more range damage, (probably more when compared to the light mage path) and more then twice the melee damage. I didn't feel like leveling one to sorcerer in your "balanced" version to see if it was the same when it looked pretty much the same with warlocks and wizards and I didn't see anything in the change log that suggested such.
To make it really simple, just compare a red mage with a warlock, same cost, same HP, same range damage, warlock does more melee damage, and light healing.
It would be nice to have some truly balanced versions of these mods. Though one that at least one that came sorta close, would be a nice too.
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Re: BEEM - Balancing Extended Era Modification v3.3.2
Hi All,
I have just ported BEEM eras to wesnoth 1.8, but I'm not sure how to upload it.
I'm trying to use 'wesnoth_addon_manager' but it is not clear how to use it exactly, should I attach the archive here?
Thanks
I have just ported BEEM eras to wesnoth 1.8, but I'm not sure how to upload it.
I'm trying to use 'wesnoth_addon_manager' but it is not clear how to use it exactly, should I attach the archive here?
Thanks
- RockScorpion
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Re: BEEM - Balancing Extended Era Modification v3.3.2
Thank to Providence, the BEEM is now available in the 1.7 addons server, with many bugfixes from the 1.6.x version.
Bug reporting and balance proposals are welcome.
Bug reporting and balance proposals are welcome.
Re: BEEM - Balancing Extended Era Modification v3.3.2
Great work, this has been my fav UMC era.
Some issue on balance:
The shield guy of steppe orc is still too powerful (mentioned this previously), intellegent ones need only 8xp to level up, and 12g for high hp, high def, high resist is too good. Please consider increase exp AND increase cost (or keep cost while reduce its hp/def/resist).
The evil crab of Chaos is too weak, 18g for a useless unit, either increase its shadow/deep water def, or reduce its cost.
Some issue on balance:
The shield guy of steppe orc is still too powerful (mentioned this previously), intellegent ones need only 8xp to level up, and 12g for high hp, high def, high resist is too good. Please consider increase exp AND increase cost (or keep cost while reduce its hp/def/resist).
The evil crab of Chaos is too weak, 18g for a useless unit, either increase its shadow/deep water def, or reduce its cost.
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Re: BEEM - Balancing Extended Era Modification v3.3.2
here it is the new version, the 3.3.5
Changelog:
-Version 3.3.5 (31/01/2010)
- Modified Aragwaith
-Warlock
-mage-bolt attack: 7-3 -> 6-3
-Wizard
-mage-bolt attack: 11-3 -> 10-3
-Sorcerer
-mage-bolt attack: 15-3 -> 14-3
- Modified Steppe_Orc
-Shieldearer
-experience: 16-> 20
- Modified Chaos
-Evil_Crab
-cost: 18->16
ciao!
Changelog:
-Version 3.3.5 (31/01/2010)
- Modified Aragwaith
-Warlock
-mage-bolt attack: 7-3 -> 6-3
-Wizard
-mage-bolt attack: 11-3 -> 10-3
-Sorcerer
-mage-bolt attack: 15-3 -> 14-3
- Modified Steppe_Orc
-Shieldearer
-experience: 16-> 20
- Modified Chaos
-Evil_Crab
-cost: 18->16
ciao!
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Re: BEEM - Balancing Extended Era Modification v3.3.2
You've overnerfed the vampires in tournament era.
The duelist is supposed to be comparable to the Elvish Marksman. The marksman has a 9-4 Marksman attack with a 6-2 secondary attack and the duelist had a 7-4 Marksman attack with a 4-3 drain/backstab secondary. The versatility of the duelist's secondary attack is balanced by 2 less damage by the primary attack and no ranged attack. The only other difference is whereas elves have lower life with good defenses, vampires have higher life with negative resistances. Taking away marksmanship and changing the secondary's probability curve only made him unequal to his core-class equivalent by nerfing his primary beyond what is fair for his improved secondary and decreasing the reliability of his secondary.
The bloodborn's upgraded form malborn is also missing.
And it's a flat unfair nerf to a race to remove one of their traits and put in a custom trait that isn't even supported by the engine.
But besides the vampires and anakes being unfairly nerfed, me and my friends love your mod. We've been using it for as long as we've played wesnoth, which has been more than a year.
The duelist is supposed to be comparable to the Elvish Marksman. The marksman has a 9-4 Marksman attack with a 6-2 secondary attack and the duelist had a 7-4 Marksman attack with a 4-3 drain/backstab secondary. The versatility of the duelist's secondary attack is balanced by 2 less damage by the primary attack and no ranged attack. The only other difference is whereas elves have lower life with good defenses, vampires have higher life with negative resistances. Taking away marksmanship and changing the secondary's probability curve only made him unequal to his core-class equivalent by nerfing his primary beyond what is fair for his improved secondary and decreasing the reliability of his secondary.
The bloodborn's upgraded form malborn is also missing.
And it's a flat unfair nerf to a race to remove one of their traits and put in a custom trait that isn't even supported by the engine.
But besides the vampires and anakes being unfairly nerfed, me and my friends love your mod. We've been using it for as long as we've played wesnoth, which has been more than a year.
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Re: BEEM - Balancing Extended Era Modification v3.3.2
Yes, there's quite a lot RIPLIB. E.g. the summoner: the costs to summon are rising while leveling which makes a lot if you use them, for example, just to spam by summoning.Mafia_Puppet wrote:The bloodborn's upgraded form malborn is also missing.
- mnewton1
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Re: BEEM - Balancing Extended Era Modification v3.3.2
In Balanced Advanced Era, the undead faction has the choice to have the Necromancer as a leader when it should just be the Dark Sorcerer.
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!
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Re: BEEM - Balancing Extended Era Modification v3.3.2
I was talking about the unit "summoner" in the faction "elements".