Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
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- Atreides
- Posts: 1243
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off
Re: Upadate 3: Armies of Amberan (wesnoth 1.14)
Looking forward to it!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.
Re: Armies of Amberan (wesnoth 1.14 and 1.16)
The elves are looking really good !
- AlbinLePaladin
- Posts: 6
- Joined: May 12th, 2020, 9:58 am
Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
Uploaded to 1.18 version of the game !
- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
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?
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?
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
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 xdTemuchin 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?
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)
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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
- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
I hear you. Has potential, but some rebalancing is needed. And, as I noted, air or water units for the factions that lack them.IPS wrote: ↑July 26th, 2024, 4:06 pmFrom 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 xdTemuchin 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?
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
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 variationsTemuchin Khan wrote: ↑July 26th, 2024, 5:30 pmI hear you. Has potential, but some rebalancing is needed. And, as I noted, air or water units for the factions that lack them.IPS wrote: ↑July 26th, 2024, 4:06 pmFrom 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 xdTemuchin 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?



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
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
- Atreides
- Posts: 1243
- Joined: March 30th, 2019, 10:38 pm
- Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off
Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
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.
The art and gun animations are really great, I agree.
It also has some really cool abilities like formations.
- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
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.
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Re: Re: Armies of Amberan (wesnoth 1.14,1.16 and 1.18)
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.
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.