Ageless Era - Current Version: 4.37

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Jamini
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Re: Ageless Era - Released Version 4.2.2

Post by Jamini »

mnewton1 wrote: Jamini: If your sprites are better than the current ones, I will be glad to accept them. I will take a look at the animation WML if I have the time.
I should be able to bring most of them up to the quality that the Auxiliary is/was, at the very least. Mostly I think I got lazy when I first was doing the sprite lines (especially the bowmaiden)
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Pentarctagon
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Re: Ageless Era - Released Version 4.2.2

Post by Pentarctagon »

I went through all the AE unit files checking for units without the AE prefix in the id, the list of folders where all/most of the units are missing it is:
Dark Elves
Desert Elves
Dwarves
Faerie
Goblins
Humans
Kalifa
Legion
Nagas
Outlaws
Steelhive
Undead
Yokai
some individual files units that are missing it are:
Armegeddon.cfg
Mermain_Enchantress.cfg
Mermaid_Initiate.cfg
Mermain_Siren.cfg
Noble.cfg
Orcish_Marine.cfg
Sea_Orc.cfg
Ukian_Civilian.cfg
There were also some other files that had a prefix XE, which I wasn't sure if it was a mistake or not.

*Disclaimer: I made this list without regard for whether or not these eras or factions have been ported to 1.8, so some/many simply may not need the AE prefix.
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Iris
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Re: Ageless Era - Released Version 4.2.2

Post by Iris »

mnewton1, Ageless Era seems to include backports of terrains added to Wesnoth 1.9.x, but they are assigned to the existing mainline terrain groups in the editor instead of being classified under an add-on category. This seems to be causing people to inadvertently make multiplayer maps which won't work on Wesnoth 1.8 without Ageless Era installed, thus causing some confusion among players.

It'd be great if you could reassign those terrains to a group of their own.
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Gambit
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Re: Ageless Era - Released Version 4.2.2

Post by Gambit »

There are races in this add-on that have no ID. This causes errors in other add-ons. Please fix.
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wesfreak
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Re: Ageless Era - Released Version 4.2.2

Post by wesfreak »

the "stone" ability for statues is broken: it doesn't always work (at sunrise one of my statues was mobile, but the other wasn't), and statues take damage during day. One of my statues also got to negative hp during day because of the damage while stoned, but healed 26 hp at first watch, bringing him up to 1. The same statue healed 9 hp (I put him on a village, and the green number went up) but stayed at 1 hp. The next turn he healed 10 hp and went up to 2 hp.

Another time, when I attacked the enemy leader with a statue, it said "petrified" but nothing happened. A replay is attached.
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RenoOfTurks
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Re: Ageless Era - Released Version 4.2.2

Post by RenoOfTurks »

wesfreak wrote:the "stone" ability for statues is broken: it doesn't always work (at sunrise one of my statues was mobile, but the other wasn't), and statues take damage during day. One of my statues also got to negative hp during day because of the damage while stoned, but healed 26 hp at first watch, bringing him up to 1. The same statue healed 9 hp (I put him on a village, and the green number went up) but stayed at 1 hp. The next turn he healed 10 hp and went up to 2 hp.

Another time, when I attacked the enemy leader with a statue, it said "petrified" but nothing happened. A replay is attached.
it's true...sometimes this trait don't work correctly...need a fixing
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mnewton1
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Re: Ageless Era - Released Version 4.2.2

Post by mnewton1 »

shadowmaster: I was planning to get rid of the custom terrain anyway for that reason.

Pentarctagon: Thanks a lot. The XE is not a mistake, it was from another era.

Gambit: Sure, will do.

wesfreak: I will see if I can fix that.
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Lollipopz
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Re: Ageless Era - Released Version 4.2.2

Post by Lollipopz »

Noticed difference between Ageless and other era in it. I was playing Ageless heroes, when I saw that saurian trainees of Free Saurians don't get special traits. In Strife, they get.
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Re: Ageless Era - Released Version 4.2.2

Post by fog_of_gold »

It's not the only different between the real eras and the ageless era so yes, the ageless era isn't up-to-date. That's the prize if you want to have all eras and factions in one era.
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Golbeeze
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Re: Ageless Era - Released Version 4.2.2

Post by Golbeeze »

That's the prize if you want to have all eras and factions in one era.
You mean to say "price" not "prize." I misunderstood that when I first read it.
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Dream_Merchant
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Re: Ageless Era - Released Version 4.2.2

Post by Dream_Merchant »

The Cavalier from the High Elves is missing the graphics.
Artifis
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Re: Ageless Era - Released Version 4.2.2

Post by Artifis »

Chaos

Could not find the unit:
Almost the whole fraction unable to upgrade

Lesser Mutation - Greater Mutation
Evil Crab - Greater Crab
HeadHunter - Marauder
Hound - Chaos Rabid Hound
Lesser Daemon - Chaos Daemon
Invoker - Chaos Magus
Invader - Chaos Knight

sorry, if it was posted already
Dream_Merchant
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Re: Ageless Era - Released Version 4.2.2

Post by Dream_Merchant »

Invader --> Chaos Knight
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IPS
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Re: Ageless Era - Released Version 4.2.2

Post by IPS »

About the unbalance of a Sidhe elf's recruit
Warrior Spirits from sidhe elfs are so overpowered, 6-4 is the double of dammage than a mele ghost. I think their ancient mace should do 5-4 instead 6-4.

About unbalances of Brungars
The Brungar's harpooiner should cost 17 like a thunder. It deals the same dammage than a thunderer and haves the same ressistances, I don't see why them cost 2 coins less than the thunderers!.

Aligator rider is overpowered too. It should deal 7-3 in mele (not 8-3) and maybe 8-2 ranged (not 5-3) slowing nets, it actually costs 1 less coin than a gryphon to be much better.

Council member is overpowered too, look at sargeant, it's more weak and cost more... Yes, is true the sargeant moves 6, but 5-3 mele and 4-3 ranged is not better than 6-3 mele and 8-2 ranged + the ressistances of a dwart... if you decrease their hp of 40 to 35 it can cost 16.
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Dixie
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Re: Ageless Era - Released Version 4.2.2

Post by Dixie »

I don't know the factions you mentionned, IPS, but sometimes prices and costs depends on other things than the unit alone. Maybe the faction has a pretty cost-efficient unit (Orcish Grunt for instance), but with very obvious weaknesses, and the rest of the faction is less cost efficient. It's for flavor: this unit is supposed to be common, hence make it a bit more efficient. One should still not be able to win a good match by spawning only those, but... Anyway, as they say, balance is by factions, not by units.
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