The Golden Age
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- ForestDragon
- Posts: 1857
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Re: The Golden Age
ok, going to fix thatBitron wrote:In addition, i wanted to mention that the dwarves faction-image is missing.
well, it's not too much of an issue, but okEagle_11 wrote:hiya,
just wanted to point out that abilities_AoT.cfg and AofT_abilities.cfg are the same thing.
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Co-creator of Era of Magic
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Re: The Golden Age
What is this era actually about? Is it meant as a "alternative MP Faction era" or for scenarios, campaigns.. or something else?
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Re: The Golden Age
Well okay. and what is the Algeless Era about? IFAIK, its kind of a collection of.. well, not all, but alot of factions.
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Re: The Golden Age
Era pack to be used in non-standard/non-competitive mp games.
Re: The Golden Age
An collection of different era's mashed together into one bunch, useful as an modding resource to take out stuff from and for playing all random rounds for fun.
- ForestDragon
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Re: The Golden Age
ifthe difference between TGA and ageless is: TGA it's not only mashing up full factions together, it's more about expanding the default factions with new units, as well as a collection of high quality sprites. also can easily double as a campaign era (since i added support for both SP and MP for advancements. also, i already used this method to make other campaigns use my units)Eagle_11 wrote:An collection of different era's mashed together into one bunch, useful as an modding resource to take out stuff from and for playing all random rounds for fun.
yeahEagle_11 wrote:Ageless Era ver. Forest Dragon Remix

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Co-creator of Era of Magic
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Re: The Golden Age
Well, undead revision is at here.
Undead
Blood Monster: Safe berserker unit consdering it can use 8-2 axe to prevent it dying by using berserk in enemy's turn, safe berserkers are harder to lose if a misstake has been done. Apart it has regenerates too, obviously very overpowered unit. To balance this better let's do the following nerfs:
a) Reprice to 24g (really very strong if used right)
b) non berserk axe only 7-2 blade (instead of 8-2), it's completely giving this unit the status of safe berserker
c) Lv1 regenerates to only +5.
Flesh Golem: Needs nerfs too, 11-3 is too brutal for berserk standards; try 9-3 mele and regenerates +8. As compensation for no lv3 advancement, try to give it +10% impact resistance and just -10% cold weakness.
Blood Hulk: Well, because it has the status of safe berserker and regenerates we can do severe nerfs on this:
a) Berserk axe to 6-4 and non berserk axe to 10-2.
b) Renerates +8.
Terror Hulk: Since lv3 are less common, we can do less severe nerfs at this one. Just Berserk Axe 7-5 and non berserk axe 18-2.
Basilisk Cultist: no lv2 status, he's a bit underpowered. Try to give him 8-3 fire and 10% res to cold/fire. Maybe change marskman on Petrify to lesser marskman (50%); nulificates a unit for 2 turns. If possible question someone to make this doesn't work at leaders.
Ghost Lich: Ghost resistance ghost with 13-3 mele drains, NOPE... let's nerf that mele to drain mele to 10-3; with ghost resistance it makes a much better use of it, apart it has already very good ranged.
Colossus Lich: I don't know, but the concept of this unit looks ... just exagerated lmao, but let's do some changes.
a) Let's increase its resistances to normal skeletons (with in the end adds it more resistance).
b) Mele staff to just 13-3.
c) Regenerates to only +12, it's already too much regen.
d) Stronger of Chill tempest to 15-4 and Shadow Wave 12-4, Lv4 Grand Mage is 16-4...
e) Sugestion for a bonus atack: Claws (possibly 10-4 blade mele with infection too)
Focused Colossus Lich into a more tank way.
Arch Necromancer: Would sugest to give him 10% fire resistance and 20% cold resistance considering the lot of xp he needs.
Skeleton Steerer: It's actually a way overpowered in damage and in durability for the price it has (compared to merman hunter, this skeleton is MUCH better). Try 5-3 mele and 4-2 ranged and blade resistance of 30% mostly because this one doesn't has impact weakness.
Skeleton Fish Knight: Would lower its damage, it is even overperforming Loyalist Javaliner in offensive. Due it's good resistances would try an offensive of 8-3 mele and 6-3 ranged. Would lower the costs for Era of Heroes to 33g.
Warrior Spirit: overpriced unit. Would reprice this unit to 21g considering it has no ranged, and depends more of forest terrain.
Ancestor and Forefather: Just reprices, Ancestor to 41g and Forefather to 60g.
Skeleton Sargeant: To decrease its durability by leaving its health intact (to diferenciate more of Skeletons) would lower its resistances to 20% againist blade and 40% to pierce. On advancements it has all his resistancse intact.
Bone Captain: Consdering it has 6 Movement points, let's lower its health to 44 hp.
Death Baron: Too much health, try 46 hp.
Death Knight: A bit too much hp. Try an Health of 56 hp.
Death Marshal: Too much health, try 70 hp.
Leadership units usually have less health than units without leadership, this was not considered in any of those cases.
Curious: Ghosts can't get lv4 and lv5 nightmares, only poltergeists can, I think this needs fixing.
Undead
Blood Monster: Safe berserker unit consdering it can use 8-2 axe to prevent it dying by using berserk in enemy's turn, safe berserkers are harder to lose if a misstake has been done. Apart it has regenerates too, obviously very overpowered unit. To balance this better let's do the following nerfs:
a) Reprice to 24g (really very strong if used right)
b) non berserk axe only 7-2 blade (instead of 8-2), it's completely giving this unit the status of safe berserker
c) Lv1 regenerates to only +5.
Flesh Golem: Needs nerfs too, 11-3 is too brutal for berserk standards; try 9-3 mele and regenerates +8. As compensation for no lv3 advancement, try to give it +10% impact resistance and just -10% cold weakness.
Blood Hulk: Well, because it has the status of safe berserker and regenerates we can do severe nerfs on this:
a) Berserk axe to 6-4 and non berserk axe to 10-2.
b) Renerates +8.
Terror Hulk: Since lv3 are less common, we can do less severe nerfs at this one. Just Berserk Axe 7-5 and non berserk axe 18-2.
Basilisk Cultist: no lv2 status, he's a bit underpowered. Try to give him 8-3 fire and 10% res to cold/fire. Maybe change marskman on Petrify to lesser marskman (50%); nulificates a unit for 2 turns. If possible question someone to make this doesn't work at leaders.
Ghost Lich: Ghost resistance ghost with 13-3 mele drains, NOPE... let's nerf that mele to drain mele to 10-3; with ghost resistance it makes a much better use of it, apart it has already very good ranged.
Colossus Lich: I don't know, but the concept of this unit looks ... just exagerated lmao, but let's do some changes.
a) Let's increase its resistances to normal skeletons (with in the end adds it more resistance).
b) Mele staff to just 13-3.
c) Regenerates to only +12, it's already too much regen.
d) Stronger of Chill tempest to 15-4 and Shadow Wave 12-4, Lv4 Grand Mage is 16-4...
e) Sugestion for a bonus atack: Claws (possibly 10-4 blade mele with infection too)
Focused Colossus Lich into a more tank way.
Arch Necromancer: Would sugest to give him 10% fire resistance and 20% cold resistance considering the lot of xp he needs.
Skeleton Steerer: It's actually a way overpowered in damage and in durability for the price it has (compared to merman hunter, this skeleton is MUCH better). Try 5-3 mele and 4-2 ranged and blade resistance of 30% mostly because this one doesn't has impact weakness.
Skeleton Fish Knight: Would lower its damage, it is even overperforming Loyalist Javaliner in offensive. Due it's good resistances would try an offensive of 8-3 mele and 6-3 ranged. Would lower the costs for Era of Heroes to 33g.
Warrior Spirit: overpriced unit. Would reprice this unit to 21g considering it has no ranged, and depends more of forest terrain.
Ancestor and Forefather: Just reprices, Ancestor to 41g and Forefather to 60g.
Skeleton Sargeant: To decrease its durability by leaving its health intact (to diferenciate more of Skeletons) would lower its resistances to 20% againist blade and 40% to pierce. On advancements it has all his resistancse intact.
Bone Captain: Consdering it has 6 Movement points, let's lower its health to 44 hp.
Death Baron: Too much health, try 46 hp.
Death Knight: A bit too much hp. Try an Health of 56 hp.
Death Marshal: Too much health, try 70 hp.
Leadership units usually have less health than units without leadership, this was not considered in any of those cases.
Curious: Ghosts can't get lv4 and lv5 nightmares, only poltergeists can, I think this needs fixing.
Last edited by IPS on August 22nd, 2016, 5:56 pm, edited 1 time in total.
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- ForestDragon
- Posts: 1857
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: The Golden Age
ok, will do that, about lvl3's second melee, i guess 17-2 would seem a bit more sensible (since in previous examples, the second attack dealt less damage than berserk one in total)IPS wrote:Blood Monster: Safe berserker unit consdering it can use 8-2 axe to prevent it dying by using berserk in enemy's turn, safe berserkers are harder to lose if a misstake has been done. Apart it has regenerates too, obviously very overpowered unit. To balance this better let's do the following nerfs:
a) Reprice to 24g (really very strong if used right)
b) non berserk axe only 7-2 blade (instead of 8-2), it's completely giving this unit the status of safe berserker
c) Lv1 regenerates to only +5.
Flesh Golem: Needs nerfs too, 11-3 is too brutal for berserk standards; try 9-3 mele and regenerates +8. As compensation for no lv3 advancement, try to give it +10% impact resistance and just -10% cold weakness.
Blood Hulk: Well, because it has the status of safe berserker and regenerates we can do severe nerfs on this:
a) Berserk axe to 6-4 and non berserk axe to 10-2.
b) Renerates +8.
Terror Hulk: Since lv3 are less common, we can do less severe nerfs at this one. Just Berserk Axe 7-5 and non berserk axe 18-2.
ok, will do thatIPS wrote:Basilisk Cultist: no lv2 status, he's a bit underpowered. Try to give him 8-3 fire and 10% res to cold/fire. Maybe change marskman on Petrify to lesser marskman (50%); nulificates a unit for 2 turns. If possible question someone to make this doesn't work at leaders.
ok, will nerf his melee, yeah, drains, high damage AND lvl0 ghost plague is pretty strongIPS wrote:Ghost Lich: Ghost resistance ghost with 13-3 mele drains, NOPE... let's nerf that mele to drain mele to 10-3; with ghost resistance it makes a much better use of it, apart it has already very good ranged.
IPS wrote:Colossus Lich: I don't know, but the concept of this unit looks ... just exagerated lmao, but let's do some changes.
a) Let's increase its resistances to normal skeletons (with in the end adds it more resistance).
b) Mele staff to just 12-3.
c) Regenerates to only +12, it's already too much regen.
d) Stronger of Chill tempest to 15-4 and Shadow Wave 12-4, Lv4 Grand Mage is 16-4...
e) Sugestion for a bonus atack: Claws (possibly 9-4 blade mele with infection too)
Focused Colossus Lich into a more tank way.
about the concept: well, it's not much of my idea, i just found this unit sprite amongs the ideas for Jevyan (good thing he doesn't look like that) and i just decided to add it, since it was a well-made sprite. about balance, yeah sure
pretty good idea, but i think i would only give him cold resistance, since the fire one doesn't make as much sense. i could give him an ability that will turn him into a lvl3 lich (probably with half his health, or even 25 or 20) on death, the original had something like that, but it recovered full hpIPS wrote:Arch Necromancer: Would sugest to give him 10% fire resistance and 20% cold resistance considering the lot of xp he needs.
ok, will do thatIPS wrote:Skeleton Steerer: It's actually a way overpowered in damage and in durability for the price it has (compared to merman hunter, this skeleton is MUCH better). Try 5-3 mele and 4-2 ranged and blade resistance of 30% mostly because this one doesn't has impact weakness.
Skeleton Fish Knight: Would lower its damage, it is even overperforming Loyalist Javaliner in offensive. Due it's good resistances would try an offensive of 8-3 mele and 6-3 ranged. Would lower the costs for Era of Heroes to 33g.
Warrior Spirit: overpriced unit. Would reprice this unit to 21g considering it has no ranged, and depends more of forest terrain.
Ancestor and Forefather: Just reprices, Ancestor to 41g and Forefather to 60g.
well, he has armor, but okIPS wrote:Skeleton Sargeant: To decrease its durability by leaving its health intact (to diferenciate more of Skeletons) would lower its resistances to 20% againist blade and 40% to pierce. On advancements it has all his resistancse intact.
ok, will tweak thatIPS wrote:Bone Captain: Consdering it has 6 Movement points, let's lower its health to 44 hp.
Death Baron: Too much health, try 46 hp.
Death Knight: A bit too much hp. Try an Health of 56 hp.
Death Marshal: Too much health, try 70 hp.
well, balancing isn't one of my best skills, so your help is appreciatedIPS wrote:Leadership units usually have less health than units without leadership, this was not considered in any of those cases.
definately a bug, i will take a look on that.IPS wrote:Curious: Ghosts can't get lv4 and lv5 nightmares, only poltergeists can, I think this needs fixing.
btw, why didn't i see any comments about Slitherblade? do you think he's actually balanced?
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Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
Re: The Golden Age
Considering that this unit doesn't has any traits and beacause lv1 leadership that can help a little lv0's, could have in mind to leave it less health than skeletons (34 hp), but considering it costs more, wanted something diferent than just 'oh a lv1 skeleton with lower health and a crossbow'. Still, his bonus health can help undead side to place a more stable skeleton againist fire/arcane/impact atackers. Also, reconsidering he has just lv1 leadership which is much weaker, you can try 30% blade and 50% pierce.ForestDragon wrote:well, he has armor, but okIPS wrote:Skeleton Sargeant: To decrease its durability by leaving its health intact (to diferenciate more of Skeletons) would lower its resistances to 20% againist blade and 40% to pierce. On advancements it has all his resistancse intact.
Oh ... absolutely forgot about doing a revision to skeletons, I tought they were like default

Well, slitherblade looks fair to me, since it needs more xp to lv3 than Revenants. Has only 48 hp which is very frail for lv2 but has 9-6 which is already 54 damage (66 at night). Another way to balace it from other sight would have been creating it as a royal guard but with +1 mele strike (11-5, which is 55, almost the same than 9-6).
Last edited by IPS on August 22nd, 2016, 6:08 pm, edited 1 time in total.
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- ForestDragon
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Re: The Golden Age
sorry, i kind of didn't get your point
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Re: The Golden Age
Skeleton sargeant can't be more cost efficent at tanking than skeletons are. It has leadership; also from my sight this unit is just a bonus that player may pick if he finds he can make a good use of it for 2 more coins than from a regular skeleton. Modificating those resistances was a way to decrease its overall durability by leaving intact its health. Would be a bit boring seing 2 units with almsot the same role or stats, that's why I tried to leave its 38 hp but leaving worse resistances. Apart between 30/40% and 50/60% there is no enough distinction, I wanted to diferenciate them more.IPS wrote:Leadership units usually have less health than units without leadership
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- ForestDragon
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Re: The Golden Age
ok, i got it, btw, what next faction(s) are you going to review? i would suggest Dwarves
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Re: The Golden Age
Ok, dwarves are next. Doing a revision for a whole faction takes some time (On sylvan one I took more than 2 or 3 hours to post once I startd
)

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- ForestDragon
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Re: The Golden Age
looking forward to that, also, when you are done with dwarves, you could take a look at drakes. btw, when should i expect you to post the dwarf review?IPS wrote:Ok, dwarves are next. Doing a revision for a whole faction takes some time (On sylvan one I took more than 2 or 3 hours to post once I startd)
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