Era of Magic (EoMa) 4.8.2 - now on Ko-fi!

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

Moderator: Forum Moderators

Post Reply
User avatar
inferno8
Art Contributor
Posts: 1001
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: Era of Magic v.0.7.3 Balancing and animations

Post by inferno8 »

This ability is very old and disabled, because you can't move ground units to this type of terrain.
Creator of Era of Magic
Creator of To Lands Unknown

Support me on Ko-fi! https://ko-fi.com/inferno8
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.3 Balancing and animations

Post by fog_of_gold »

Code: Select all

[movement_costs]
	unwalkable=1
[/movement_costs]
Yes, you won't only get the ability to walk over lava, but I think, that doesn't matter.

Your fire elements have {SPECIAL_NOTES_MAGICAL}, but not {WEAPON_SPECIAL_MAGICAL}

@Dimenisional Gate:
I think, they may be more balanced, if their second gate need 8 (6 in default settings) more experience to level up.
User avatar
inferno8
Art Contributor
Posts: 1001
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: Era of Magic v.0.7.3 Balancing and animations

Post by inferno8 »

0.7.4 is out.
- earth elemental line has the steadfast ability;
- air elemental line has lower resistances;
- steam berserker line has better defence on flat (40%);
- increased summoning costs;
- increased experience points of Dimensional Gate (18).

I haven't decreased damage in steam berserkers line. Tell me, whether it is needed or not.
I haven't upper earth elementals resistance, because of the regeneration ability. If you notice this unit still being worse than air elementals, tell me and I will increase it's resistances.
I haven't coded new summoning system. I need time for this. I'll do it in three weeks.
Creator of Era of Magic
Creator of To Lands Unknown

Support me on Ko-fi! https://ko-fi.com/inferno8
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.3 Balancing and animations

Post by fog_of_gold »

inferno8 wrote: 0.7.4 is out.
- earth elemental line has the steadfast ability;
- air elemental line has lower resistances;
Great. Now it's much better, I'd say nearly perfect balanced.
inferno8 wrote: - increased summoning costs;
Much better, too. If you playthe Master era, you won't be too strong with summoner just because of using summoning. Escaping is now as easy as before, but it'll cost much more.
inferno8 wrote: - increased experience points of Dimensional Gate (18).
That won't do anything. (17 experience --> 19 experience. Just like before, you have to kill 3 units.)But because of the weaker air element, it's much better balanced
inferno8 wrote: I haven't upper earth elementals resistance, because of the regeneration ability. If you notice this unit still being worse than air elementals, tell me and I will increase it's resistances.
Maybe a little bit. You could increase the hitpoints by about 10, that's that, what is missing.
Pyrotics
Posts: 8
Joined: December 18th, 2009, 8:30 pm

Re: Era of Magic v.0.7.3 Balancing and animations

Post by Pyrotics »

fog_of_gold wrote:
inferno8 wrote: - increased experience points of Dimensional Gate (18).
That won't do anything. (17 experience --> 19 experience. Just like before, you have to kill 3 units.)But because of the weaker air element, it's much better balanced
Killing isn't the only way to get experience, it's just the fastest. This will have a MODERATE effect on the Gate.
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.3 Balancing and animations

Post by fog_of_gold »

Pyrotics wrote:
fog_of_gold wrote: That won't do anything. (17 experience --> 19 experience. Just like before, you have to kill 3 units.)But because of the weaker air element, it's much better balanced
Killing isn't the only way to get experience, it's just the fastest. This will have a MODERATE effect on the Gate.
I've allready played with the new 0.7.4. It does nothing. Dimenisional Gates aren't there to fight 17, 19 times. They have to kill units. Yes, it may be, that an enemy have, let us say 7 hitpoints and your Gate hit only one time, then you'll have enough experience to kill 2 times and level up, but if you use them by this way, you now have just to fight 2 more times.

Edit: There's still no reason to not to choose the second gate while leveling. You are able to recruit the importenest elements: Fire, which is important against every chaotic enemies, water, which is usefull because of healing and fighting in water, and Rhamis, which are a normal fighter. All these cost the same as the gates while Rhamis less than the gates. You should decrease their cost a lot while increase their experience.

Edit: I don't know, if it's possible, but it would be wonderful, if there's an animation for the level up of the gates.

Edit: not-grand-summoner are now too strong. They can summon for a little bit more than recruiting so their prize have to be increased, too.
User avatar
IPS
Posts: 1387
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

Re: Era of Magic v.0.7.4 Balancing and animations

Post by IPS »

bug:
I think the Magic Gate 3 is bugged because when the Magic Gates are in lv1 can convert in a lv2 elemental, but the Magic Gate 3 (level 2) Does the same too...

I tell you what happened on magic 0.9.1, but that thing wasnt changed in the last 3 vertions. So I think that bug continues in 0.9.4...

Sugestion:
And I think the Magic Gates each level was increased they should do +1 mele dammage per each strike and maybe +2 hp to do it more useful againist superior lv units and to do it more normal :/


Well, now I will enjoy of the new vertion of Magic to find more bugs and maybe more sugestions ;)
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.4 Balancing and animations

Post by fog_of_gold »

IPS wrote:bug:
I think the Magic Gate 3 is bugged because when the Magic Gates are in lv1 can convert in a lv2 elemental, but the Magic Gate 3 (level 2) Does the same too...
I don't know, what really happened, but some posts back, he (inferno8) said, that it's too strong to level to gods. So he removed the ability to advance to level three Dimensional Gates. It hink, either he'll remove it or he'll balance them in future and than reinclude them.

Code: Select all

[b]Sugestion:[/b]
And I think the Magic Gates each level was increased they should do +1 mele dammage per each strike and maybe +2 hp to do it more useful againist superior lv units and to do it more normal :/
I think, it should be better, if they won't increase their level, because I always feel, that the second gate just means to have ate more souls.
User avatar
inferno8
Art Contributor
Posts: 1001
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: Era of Magic v.0.7.4 Balancing and animations

Post by inferno8 »

inferno8 wrote: I haven't upper earth elementals resistance, because of the regeneration ability. If you notice this unit still being worse than air elementals, tell me and I will increase it's resistances.
Maybe a little bit. You could increase the hitpoints by about 10, that's that, what is missing.
Ok, next time.
fog_of_gold wrote:There's still no reason to not to choose the second gate while leveling. You are able to recruit the importenest elements: Fire, which is important against every chaotic enemies, water, which is usefull because of healing and fighting in water, and Rhamis, which are a normal fighter. All these cost the same as the gates while Rhamis less than the gates. You should decrease their cost a lot while increase their experience.
Do you mean Ramis, or all these units you mentioned?
fog_of_gold wrote:I don't know, if it's possible, but it would be wonderful, if there's an animation for the level up of the gates.
I'll see, what can be done.
fog_of_gold wrote:not-grand-summoner are now too strong. They can summon for a little bit more than recruiting so their prize have to be increased, too.
Heavy Summoner and Neutral Summoner? Sure, I'll increase their summoning costs.
IPS wrote:I think the Magic Gate 3 is bugged because when the Magic Gates are in lv1 can convert in a lv2 elemental, but the Magic Gate 3 (level 2) Does the same too...
I disabled the lvl3 Dg, because I:
fog_of_gold wrote:said, that it's too strong to level to gods.
fog_of_gold wrote:
IPS wrote:Sugestion:
And I think the Magic Gates each level was increased they should do +1 mele dammage per each strike and maybe +2 hp to do it more useful againist superior lv units and to do it more normal :/
I think, it should be better, if they won't increase their level, because I always feel, that the second gate just means to have ate more souls.
I think so too.

Edit:
@fog_of_gold: I decided to mention you in credits in the next release. You've helped me a lot. Thank you ;)
Creator of Era of Magic
Creator of To Lands Unknown

Support me on Ko-fi! https://ko-fi.com/inferno8
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.4 Balancing and animations

Post by fog_of_gold »

inferno8 wrote:
fog_of_gold wrote:There's still no reason to not to choose the second gate while leveling. You are able to recruit the importenest elements: Fire, which is important against every chaotic enemies, water, which is usefull because of healing and fighting in water, and Rhamis, which are a normal fighter. All these cost the same as the gates while Rhamis less than the gates. You should decrease their cost a lot while increase their experience.
Do you mean Ramis, or all these units you mentioned?
Yes, sorry.
inferno8 wrote: Edit:
@fog_of_gold: I decided to mention you in credits in the next release. You've helped me a lot. Thank you ;)
Thank you, too.

------------------------------------------------------------------------------------------

Are you sure, that a silver warrior isn't too strong leader? -If you're lucky to have a village near a base is empty, you are able to recruit and fight with you leader. (Of course, you have to be carefully, but you are able to level your leader, which is usefull to escape.) Another thing is, that you can easy escape and switch beween castles. You can also use your leader like a scout and recruit if it is important. I'd suggest, that we'll have to make another silver warrior which can be a leader but isn't too strong (for example half movementpoints). We could make a (maybe invisible) trait, too.

Edit:
I've got an idea for a unit of the necromancer:
Spoiler:
User avatar
inferno8
Art Contributor
Posts: 1001
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: Era of Magic v.0.7.4 Balancing and animations

Post by inferno8 »

fog_of_gold wrote: Are you sure, that a silver warrior isn't too strong leader?
He is too strong. I'll remove him from the leaders list.
fog_of_gold wrote:I've got an idea for a unit of the necromancer
Currently I don't need any ideas about the last faction. Please understand, that I am going to work with my own concept and schedule.
Creator of Era of Magic
Creator of To Lands Unknown

Support me on Ko-fi! https://ko-fi.com/inferno8
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.4 Balancing and animations

Post by fog_of_gold »

inferno8 wrote:
fog_of_gold wrote:I've got an idea for a unit of the necromancer
Currently I don't need any ideas about the last faction. Please understand, that I am going to work with my own concept and schedule.
Ok.


Here, if got the summon ability.
Cangelog:
-You can choose the place to summon
-You are still able to summon by choosing the unit, but it won't be random anymore
-It is easier to include this ability: put this file in the Era of Magic folder and include in the abilitiestag {ABILITY_SUMMON $UNIT_TYPE $UNIT_NAME $SUMMON_COST} where $UNIT_TYPE is the type, $UNIT_NAME the name for the summoning menu and the description (see below) and $SUMMON_COST are the cost per summoning
-in the description you see, what this unit is able to summon and for which prize

bug:
-It'll cause errors, if you give diffrent costs or/and names by the same type
-You'll have two abilities, if you want to include two units
-Edit: ai won't summon
Attachments
summon.cfg
(2.43 KiB) Downloaded 210 times
User avatar
inferno8
Art Contributor
Posts: 1001
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: Era of Magic v.0.7.4 Balancing and animations

Post by inferno8 »

Nice macro but... ;)
fog_of_gold wrote:-It'll cause errors, if you give diffrent costs or/and names by the same type
-You'll have two abilities, if you want to include two units
These two things make this macro worthless. There must be one summon ability per unit with different sets of choices and prices, so macros are useless here. If you really want to rewrite the summoning system, you must change some lines in abilities.cfg, where ABILITY_I8_SUMMON_LEVEL3, ABILITY_I8_SUMMON_LEVEL4 and ABILITY_I8_SUMMON_HS are located.
Creator of Era of Magic
Creator of To Lands Unknown

Support me on Ko-fi! https://ko-fi.com/inferno8
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.4 Balancing and animations

Post by fog_of_gold »

I really explained wrong what I mean. I meant:
-You can give this ability as often as you want to, but it'll cause errors if you use diffrent costs and/or names for the same unit_type which should be able to be summon (fixed)
-You'll have two abilities, if you want to be able to summon two units (will be fixed)

I'll update when I've finished.
fog_of_gold
Posts: 637
Joined: December 20th, 2009, 5:59 pm
Location: Germany

Re: Era of Magic v.0.7.4 Balancing and animations

Post by fog_of_gold »

I've got an idea to improve the rune artist's feeling. They could get two weapon specials named one-way-ammunition(cost 1 gold for every tried hit (careless it was successful or not); can't be used if you haven't got enough money) and attack only (see defend only of the steelhive faction; set defense_weight to zero). Then they should get a much higher damage.
Post Reply