Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

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Atreides
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Re: Upadate 3: Armies of Amberan (wesnoth 1.14)

Post by Atreides »

AlbinLePaladin wrote: October 28th, 2022, 1:08 am Big update ! I added an elf faction, they're a bit of variation of the base elves rather than a brand new faction but it still someting (and I remade most of the sprites)
Also I realised that I have'nt announced the goblins either. They're different because I made them green. And also because they play a bit differantly for the norntheners, since they don't have orcs.
Looking forward to it!
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Re: Armies of Amberan (wesnoth 1.14 and 1.16)

Post by basplate »

The elves are looking really good !
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Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by AlbinLePaladin »

Uploaded to 1.18 version of the game !
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Temuchin Khan
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Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by Temuchin Khan »

Been trying out this era lately. And yes, I know I'm a little late! My thoughts:

First, there's a lot to like. The factions are sufficiently diverse, even though there are so many of them. I particularly like Finn's Empire, but maybe that's because it seems to be based on the Holy Roman Empire, and I'm half Austrian.

I do have one concern, though. Only the two Dwarf factuons, the Undead, and the Dunefolk have air or water units. This puts the other factions at a disadvantage on certain maps. Any plans to add air or water units to the other factions?
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Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by IPS »

Temuchin Khan wrote: July 26th, 2024, 11:57 am Been trying out this era lately. And yes, I know I'm a little late! My thoughts:

First, there's a lot to like. The factions are sufficiently diverse, even though there are so many of them. I particularly like Finn's Empire, but maybe that's because it seems to be based on the Holy Roman Empire, and I'm half Austrian.

I do have one concern, though. Only the two Dwarf factuons, the Undead, and the Dunefolk have air or water units. This puts the other factions at a disadvantage on certain maps. Any plans to add air or water units to the other factions?
From my view the era has a real lot of potential, but the balance in here.... repels ppl from even trying it. The art is nice but some stats are just so exaggerated lv1 swordsmen having 10-3 ? not even mentioning about the charging swordsmen that literally breaks the game xd
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Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by Temuchin Khan »

IPS wrote: July 26th, 2024, 4:06 pm
Temuchin Khan wrote: July 26th, 2024, 11:57 am Been trying out this era lately. And yes, I know I'm a little late! My thoughts:

First, there's a lot to like. The factions are sufficiently diverse, even though there are so many of them. I particularly like Finn's Empire, but maybe that's because it seems to be based on the Holy Roman Empire, and I'm half Austrian.

I do have one concern, though. Only the two Dwarf factuons, the Undead, and the Dunefolk have air or water units. This puts the other factions at a disadvantage on certain maps. Any plans to add air or water units to the other factions?
From my view the era has a real lot of potential, but the balance in here.... repels ppl from even trying it. The art is nice but some stats are just so exaggerated lv1 swordsmen having 10-3 ? not even mentioning about the charging swordsmen that literally breaks the game xd
I hear you. Has potential, but some rebalancing is needed. And, as I noted, air or water units for the factions that lack them.
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Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by IPS »

Temuchin Khan wrote: July 26th, 2024, 5:30 pm
IPS wrote: July 26th, 2024, 4:06 pm
Temuchin Khan wrote: July 26th, 2024, 11:57 am Been trying out this era lately. And yes, I know I'm a little late! My thoughts:

First, there's a lot to like. The factions are sufficiently diverse, even though there are so many of them. I particularly like Finn's Empire, but maybe that's because it seems to be based on the Holy Roman Empire, and I'm half Austrian.

I do have one concern, though. Only the two Dwarf factuons, the Undead, and the Dunefolk have air or water units. This puts the other factions at a disadvantage on certain maps. Any plans to add air or water units to the other factions?
From my view the era has a real lot of potential, but the balance in here.... repels ppl from even trying it. The art is nice but some stats are just so exaggerated lv1 swordsmen having 10-3 ? not even mentioning about the charging swordsmen that literally breaks the game xd
I hear you. Has potential, but some rebalancing is needed. And, as I noted, air or water units for the factions that lack them.
I absolutely know, in soon ageless will add its own version of Armies of Amberan factions becasue to be fair, this era has good art and saw potential to add something more default-like to ageless, so it was a nice opportunity to me to make default-like variations :lol: :lol: :lol: .
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Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by Atreides »

One of my fave eras. Can't say I've noticed any problems with the balance but I've not tried it in MP so maybe it doesn't really become noticeable. I do have a 100's of turns long game of it going on one of the Dominus maps and it's been lots of fun.

The art and gun animations are really great, I agree.

It also has some really cool abilities like formations.
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Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by Temuchin Khan »

IPS wrote: July 26th, 2024, 7:10 pm I absolutely know, in soon ageless will add its own version of Armies of Amberan factuons....
Looking forward to it!

Also, in addition to the lack of air or water units in many factions, two other things that struck me:

1. I was a little surprised to see that all the templar-type units in this era have only 4 movement. Just wondering what the reason for that was.

2. Is the Mauve Islands Federation a little overpowered? Still trying to make up my mind about that. I don't feel like I've tested them enough to make a final decision, but the question is on my mind.

But again, I do like this era. These latest reflections are not things that necessarily need to be changed, just things I'm wondering about.
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Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)

Post by Ravana »

Ageless with AoA is released.

Just like with FL I do not plan to reimport it unless there are massive changes. File names and unit identifiers are not nice enough, I used https://github.com/ProditorMagnus/Agele ... cessAoA.py https://github.com/ProditorMagnus/Agele ... cements.py to rename them.
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