Gunpowder Age

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PeterPorty
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Re: Gunpowder Age

Post by PeterPorty »

-Velensk, your era is awesome, I love playing it on 100 x 100 maps with 30% experience and loads of gold, really fun to play.

-A couple of stuff that were wrong: The marshall appears as level 3, while it should be level 4, the Duoten appears as level 1, while it is supposed to be level 2, and it doesn't have an experience bar, the elite unit has a blue experience bar, while it should be purple, as it has no more advances, in several unit descriptions it says they 'advance to' previous versions, or the same as they are.

-I think that's it for now, again, I really enjoyed your era.
-Pete-
"The real world is for people who can't imagine anything better."
Velensk
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Re: Gunpowder Age

Post by Velensk »

New version out. Transports have been added back in and now should not cause oos errors, also a slight nerf to the militia.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Gunpowder Age

Post by Velensk »

New version is out.

The most major change is that transports have been modified again. Now using right-click menu options they can load or unload any type of unit that is not a ship (including your leader). There is only one type of transport now and it is armed.

A few balance changes

Infantry line charge attack is now blade to represent that the idea is to get close and attack with bayonets which should not give much of an advantage over cavalry armed with swords.

Cannons melee damage went up to help them deal with the now more effective infantry charges.

Militia cost went up.

EDIT: The era got its own traits that will hopefully be a bit more thematically fitting than for example troops doing extra damage in a standard engagement because they are 'strong'.

A few minor tweaks I cannot recall.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Gunpowder Age

Post by Velensk »

New version of the Gunpowder Age is out.

As per Peto's suggestion and effort, the recall list is now organized by type (infantry, artillery, cavalry, vessel).

Transports now have a boarding attack.
Boarding attacks are now impact.
Ships now resist blade.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Gunpowder Age

Post by Velensk »

New version out

The biggest change is that charge attacks now have an overrun quality (the attacking unit will move into the defenders hex if they kill them). There were a few other minor tweaks/fixes.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Gunpowder Age

Post by Velensk »

Yet another version of Gunpowder Age out.

I had not realized that the new unit id's broke transports/scouts, 1.3.7 should fix that.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Rowanthepreacher
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Re: Gunpowder Age

Post by Rowanthepreacher »

Looks amazing. Want to see how it fares against the undead :D
Velensk
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Re: Gunpowder Age

Post by Velensk »

I would not recommend using this era against standard factions. It is designed to be played against it self and it is also substantially more powerful than most factions for its cost (on a unit for unit level without even factoring in the versatility granted by having something like 14 recruits).

It might have an over abundance of piercing, but it also has fire and enough impact that I don't think it will have too much trouble with skeletons. I think the shear amount of chargers will make it very hard to use dark adepts against them which will be crippling to the undead offense and a single medic can make ghouls much less of a threat with its ability to cure poison.

EDIT: yet another patch, hopefully the last one for a long time. Fixes a bug that causes spies to sabotage when they used their poison. While I was at it, I buffed the sloop/corsair slightly.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
jearrr
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Joined: July 16th, 2010, 8:25 pm

Re: Gunpowder Age

Post by jearrr »

Hi,

I would like to congratulate You for creating such an entertaining and challenging era.

If I had a wishes, it would be

+ more maps, preferably smaller ones.
+ a colonial theme added, i.e. Samurai of Japan, China, Indians Tribes of North America.

Cheers,

Jearrr
Velensk
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Re: Gunpowder Age

Post by Velensk »

This era does not come with any maps. I could send some with it but I think that it is more likely that you are thinking of the 18th century warfare era.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Gunpowder Age

Post by Velensk »

New version released, improvements to transports are the main feature here.

-Transports cannot load units that have attacked or captured villages this turn.
-Transports now show when they are loaded.

As an odd bug which I am uncertain how to fix. The event which gives each unit the variable that says that it can be loaded does not fire on the first turn for the first player (it'll fix itself on the second turn). Player 1 will not be able to load his leader onto a transport on the first turn because of this. This should not have an effect on gameplay since any transport you load on the first turn won't have any movement to take anything anywhere so you might as well just load your leader on the second turn. I will try to get it fixed though.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Gunpowder Age

Post by Velensk »

A quick patch was release to re-fix the scout/spy.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Re: Gunpowder Age

Post by Velensk »

A new version of the gunpowder age has been released.

The most notable change is that transports no longer can unload units into water hexes (though they can do swamps). This to prevent transports from being able to make themselves the most deadly of navel vessels by doing things like unloading scouts into the water to sabotage enemy vessels, or unloading land based cannon units into the water for fire support.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Velensk
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Joined: January 24th, 2007, 12:56 am

Re: Gunpowder Age

Post by Velensk »

Some will undoubtably be surprised to see me still around. Life has been busy and I'm not expecting to be doing much with the community however I recently got an urge to play with the gunpowder age so I took an afternoon and got it updated to the latest version of Wesnoth. While I was at it, I made some changes that I'd always wanted to make but never got around to when I had more time to spend on Wesnoth.

The primary change is that the gunpowder age now has its own custom set of damage types and each units resistances have been customized to those damage types. Among other things, this means that ships and land units are both weak at making close quarters attacks against each other. Additionally, I created a special for the cannons that gives them mage level accuracy against targets in village/castle terrain.

I've put it up on the 1.18 server.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
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