Ageless Era - Current Version: 4.37

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Xara
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Re: Ageless Era - Current Version: 4.12.1

Post by Xara »

Ravana, can you change the recruit gold of some Lv.3 and Lv.4 units? Currently many of them have a ridiculous value of less than 20. Although normally these values cause no trouble, I believe I found a special case. Recently I encountered an unchangeable unwillingness for AI to recall Raging Cyclop, and I suspect it results from the unit's recruiting gold being 16.
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Ravana
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Re: Ageless Era - Current Version: 4.12.1

Post by Ravana »

I suppose. Since wesnoth write to file functions are quite hacky I think I need to write my own c++ code for that.

So if recruit cost of level 3/4 unit is not at least 60, then make it 60? However it would be nice to get official opinion about whether recall depends on this before changing.
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Xara
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Re: Ageless Era - Current Version: 4.12.1

Post by Xara »

I believe there is a correlation. I tested 5 times with 16 gold, no Raging Cyclops was recalled; then I modified the cost to 40, tested for about 5 times as well, and got 1 recall from the 2 in list every time.

60 might be too much. The majority of the units have a cost less than that. I think a 40 for Lv.3 and a 60 for Lv.4 should be a safe value, but there are still a few units that can not pass the filter.
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Re: Ageless Era - Current Version: 4.12.1

Post by ChaosRider »

Recalling unit isnt equal with recruiting it, if unit price is bigger than 20 gold then unit is recalled by 20 g, not 60 (or more as you expected for higher lvls).
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Xara
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Re: Ageless Era - Current Version: 4.12.1

Post by Xara »

ChaosRider wrote:Recalling unit isnt equal with recruiting it, if unit price is bigger than 20 gold then unit is recalled by 20 g, not 60 (or more as you expected for higher lvls).
The problem is, I don't know if it is deemed unworthy by the AI to recall a unit, if the recall cost is greater than the recruit cost.
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Re: Ageless Era - Current Version: 4.12.1

Post by Ravana »

Everything seems to be ready. I plan to upload within next 3 days. (Sunday most likely)

In the meantime you can help catch any important bugs with current version at https://github.com/ProditorMagnus/Agele ... master.zip
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Xara
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Re: Ageless Era - Current Version: 4.12.1

Post by Xara »

Feedbacks:
1. Unknown unit types in Orocia, seems you changed many IDs;
2. Please delete Khalifate's old images; and finally is the AE Khalifate replaced with mainline Khalifate :D , it's worth mentioning in the changelog.
3. Vector & enthrallment weapon specials don't show in description and recruit interface. And why does every Knthon unit have enthrallment? It's really ridiculously OP!
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ChaosRider
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Re: Ageless Era - Current Version: 4.12.1

Post by ChaosRider »

Xara wrote:Feedbacks:
2. Please delete Khalifate's old images; and finally is the AE Khalifate replaced with mainline Khalifate :D , it's worth mentioning in the changelog.
Watchout with replacing your units with mainline one, people who do mainline are also human so they can do mistakes too, like khalifate with race human but in description mechanical... - just informing :P.
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Re: Ageless Era - Current Version: 4.12.1

Post by Ravana »

Xara wrote:Feedbacks:
1. Unknown unit types in Orocia, seems you changed many IDs;
You can use equally updated version of orocia, https://github.com/ProditorMagnus/OrociaRandomMod

I changed all ids that I hadnt changed already, and few of those that I already had. I even found case where single faction had 2 units with same name.
2. Please delete Khalifate's old images; and finally is the AE Khalifate replaced with mainline Khalifate :D , it's worth mentioning in the changelog.
Both accepted and done

However as I have never played khalifa I dont know if any images changed.
3. Vector & enthrallment weapon specials don't show in description and recruit interface. And why does every Knthon unit have enthrallment? It's really ridiculously OP!
I totally agree that it is utterly op, however my current plan was to leave it be for one version, so that more people are aware of this and can suggest alternatives.
However I wouldnt be against changing it immediately. Same case is with menagerie cyborg, I had to remove race limitation, and this made it way too strong.

They wont show in description as it is only recruiting that adds them, units itself dont have those.
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Re: Ageless Era - Current Version: 4.13

Post by Ravana »

Ageless Era 4.13 is out on the 1.12 add-on server

Code: Select all

Version 4.13:
* Eras and Factions
    * New era: Era of Chaos, merged factions too close to EE or EoS or EoM or FE
    * New faction: Menagerie in Archaic Era
    * EE and misc khalifates removed in favour of default
* Graphics
    * Fixed some missing images including ellipses
* Extensive changes
    * Full redo of Archaic Era
    * Cost increase of most level 3-4 units
    * XP increase for amlas and lowering for level 2->3 advance
    * Too many mostly small balance changes and fixes to list here
* Bug Fixes
    * Fixed Cursedsword preventing plague and other specials
    * Fixed random faction selections
* Other
    * Added quick leaders and time over event
    * Factions and eras sorting changed to alphabetical
Full notes
FULL REDO OF ARCHAIC
unit trees link to first post
time over macro
High Elf formation tabs
statues petrify shouldnt always be 100% -- Archaic dealt with that sufficiently
imperial guard attack to 16-3
tribalist shaman health low 22->26
perhaps this interrupt should have less strikes/less cth - try -1 strikes
EoM & IE inspire->illuminate
avian raven typo desc
arendians mounted warrior damage type blade -> impact
sun follower, protector, revenger cost+2
steelhive slasher increase cost+1
EoMa saurian shooter cost+1
whites berserker cost could be higher+1
blight ooze slightly reduce damage-1/2
Refugee Protector damage increase+2
freezing aura description has tabs
FE horse archer level 2->3 gets no hp - sylvanus too
wood warriors druid line to chaotic
dalemen herbalist line needs more damage
remove enchanters cursed leaders from random
mistral rime as issaelfr leader
need to try if interrupt can cause oos -- seems that not, but remove space from description
equestrians bull is way too strong
Era of Chaos http://forums.wesnoth.org/viewtopic.php?f=19&t=38109 -- Permission given, http://www.wesnoth.org/irclogs/2015/03/ ... -03-06.log
PsychoticKittens to ME units descriptions, archaic and chaos notice
ME mercenaries neglect mage cost+2
made arson less bad / check tireme arson and def/balance
CHANGED all mercenaries unit ids and many abilities ids
rewrite ME support - that is all refugees that type abilities
EoMa Blood Warrior lost his ability of Fury after AMLA, in Icywind Orocia. -- unable to replicate -- fixed, unprotected attack_end event for Cursed
Changed most misc units and abilities ids
EoS, EotF, FE, ME, Archaic, EoC, EFM, misc format
vampire trait update
-nozoc fix
inform SlowThinker before I release next ageless version if there is need, -- sent
fanatics bladesman cost -1
fanatics gossiper +2hp
yokai charm space
sea states paddle ship cost 22->20
water god heal+8
yokai poltergeist race starts with space
BEEM dark prophet should have drain
subversive mage, lamia hp+2
deal with ABILITY_CAPTION and Arrow Fury format
EFM hoplite and phalanx race
steelhive berserker lower terrain defs a lot, and slasher less - steelhive ground flat terrain def 60%->50%, bladewhirler lowered more
lowered steel larva and slasher line health
look ukian civilians - made them advance, not didnt make them recruitable
imperialist standard not affect self, its first level resists
level 1 rhami resists seem strange
balloon lines balance - buffed level 2 and 3 versions
freezing aura must affect allies - check description too -- consider entire special balance, disable in rpg
fury could be written with negative feedback, that is removing attacks left if not killed, maybe 1 move not 2; consider damage[to lower? would prefer not to] vs cost ! only one of them per version --- just removed +moves to 0, limits to adjacent targets
spirit dove level down, remove from random leader
check growing fury damage upgrades - with xp mod upgrades works. let me know if there is different behaviour with something else
is blight acid too hard to kill? - changed all blobs hp
test split - split on def too, clearly define side of new units - added missing side filter
FE armored mechanic health seems too high, same hive overmind - lowered
queen and overmind melee lowered
infernai hell dweller balance - cost -3
whites wardrums id conflicts, not affect enemies - test wardrums and change description
test saga - clarified description
aragwaithi ancient banner and its hp
beast terrain defs - changed to undeadfoot
latch -- or rewrite to not advance? Dugi had something to manually recreate unit -- check if 1.12 even needs this message - remove message
talon hero female image - removed female
statue attack removed def only
removed unreasonable attack/def only - ukian wardog fire attack is def only why? -- original has disabled too, will enable though, http://forums.wesnoth.org/viewtopic.php ... ch#p525027 didnt convince me
stoic defend only display
dummy weapon specials for attack/def only
grenade, hard landing, furious death add damage to description
write sculpt to not depend on type
rewrite kirios beam
remove old eoma files
slicer-fanatic advance cost changes - lowered fanfic cost and increased damage
deadly strike description - 6% times level diff -- level 3 unit pierce resist -- should have fire_event=yes
omen can still aoe petrified ones - finally fixed
frozen golem aura not working on yokai banshee, ice golem titan doesnt lower dwarf rune lord resist - fixed and informed chaosrider
frost shieldman mountain movement
dwarf compounder missing image, EoS dwarf crossbow missing images - added same image as others from this tree
EE dwarf flamethrower missing image - added, from EoC I suppose
document about cleave friendly fire
spore hive does damage to undead[leeches], and allies? same side? & extra space in description
remove FE orcs shieldbearer leader
need to check if it is intentional that nixie cant reach mountain - is intentional, water spirit
welkin huge halo - changed from 400x400 to 216x216
added ice bear image
test tame, remove EOTF_ERA_EVENTS
I recall some nice shuriken image from one bad addon, from EoMaM, for ME
holy order cleric hp+2
check yak resists on advance
AE_arc_khthonfly, AE_arc_despair_stone, AE_arc_despair_spirit, AE_arc_tri_daemon arcane weakness reduced to 30%
AE_agl_frozen_frost_gunner_master fire weakness reduced to 30%
IE lavinians formation not working - fixed for feudal era too, made it mostly not clash with core steadfast
steel cybercore defense not working - fixed some images of that unit too
EE crab movetype to normal(6& 1/2/3)
frost queen pierce friendly fire, check xp - added exp and changed description
dullohan
vector abilities 262 event.. - changed to filter_wml.. should be completely and utterly op
menagerie mech defender increase hp
ukian commander
fire avatar hp40->48
swamp witch hp29->27, xp42->48
vector description
check fright in game - fixed description
Duplicate EoS Saurian Warrior name changed, one is Saurian Fighter now
added some missing units to EoS free saurians recruits
free saurian leech->drain
free saurian assassin level 2->3 weakening - reversed
check how statue petrify works now - changed to not work on leaders, fixed stone twilight
steelhive female^repairs
dalefolk delver should have cave not caves
test cursedsword
test latch, changed teleport to killed unit, latch -- or rewrite to not advance? Dugi had something to manually recreate unit -- check if 1.12 even needs this message - removed message
me aquatic fixed
barbarian goblin hit and run description vs real thing - changed real thing to fit description
consider mummy to recruit list
create level 2 mummy
I suppose I should reduce khalokotaurus & methusalem hp
kharos war banner reduce xp
great jinn melee damage improvement is ridiculous.. lowered its xp to compensate --- jinn weakened, but made cheaper
free saurians mage got quick, quick - replicated, didnt manage to fix -- Unit type where these macros are used want ignore_race_traits not ignore_global_traits
removed female tornado
rewrite frozen snowheal - changed to trait <- same hack as core does for undead
!!!didnt get into 4.12.1 !!! wyvern ought to have normal traits too
check AE_mrc_refugees_refugeeboat - increased some defs
change EoC dread to use the one in general
deal with turtles again - did less than before, expect them be moderately op
EoMa carpet rider remove strong, check same for anakes archer
use default khalifate - commented them, will be entirely removed later
removed EoC vamps in favor of EoM
removed EoC undead in favor of EE
removed EoC orcs in favor of EE - integrate the additional units to EE, before EE id changes Ageless_Era\units\EE_units\orcs
removed EoM elementals in favor of EoC
removed EoC dwarves in favor of EoS - golem(redownload) line merge to EoS, after EoS id changes
removed FE aragwaithi in favor of EoC
FE phalanx ceresian to ability filter
make sure all [ kill ] are protected and have fire_event=yes - other than suiciders
Inspired hp 36->42
menagerie faction image in list heroes
steelhive lightshifter mp change, deal with steelhive lightshifter, make not rely on external events --- somewhat done, this ability needs major work still
leviathan level 3-4 increase cold/fire resists
make yokai kodama worth using - increased damage and hp
check yokai weaver maiden [traits]
change cursed weapon special, less_than_equal_to
allow both Ravana and Laela image for both
make efm hex not affect leaders
leaders mp<5 add quick; not in rpg era
fix surprise - changed from 1.25 to 1.3 for rounding
attack def anims? - commented, shouldnt show missing image anymore
EE, and (BEEM) need new format
autotest movetypes - test passed
duplicated and renamed some wanted images
ME ifreet to immune to poison, phantom trait from archaic
efreeti melee damage+2
FE goblin striker and flanker hp+10
some level 1 seal has low xp
red ulf xp
frozen amlas too high
amla values, like master of darkness, orcei, heavy & neutral summoner, whites balladier, steel eagle; global check
IE Arendian Boltrider xp is too low
wyvern and wyvern rider xp too high? needs further lowering than to 60? -- better be
welkin and its level 2s cost - check all welkin level 2
lower tharis low level xp
changed xp that was over level*50, or was too low
level 3 must be at least 100, unless special
change costs of all too cheap level 3/4 units http://forums.wesnoth.org/viewtopic.php ... 34#p583631 40 for level 3, 60 for level 4, add comment to mark it autochanged - split string to int with c++ is too much for me, just added +30 to most units cost
steelhive drain not affect undead
ageless version num variable
Seems that 1.12.1 decided to start enforcing "id: faction ID - must be unique to your era. No gameplay effect" of [ multiplayer_side].
better grouping would be "not defaultlike"
change archaic and EoC multiplayer side ids, fix factions ids, arc mp sides placeholder ids, randoms list
sort eras and factions alphabetically
prevented crital bug where vector can happen on high hp, if given strike upgrades
cursedsword is still stopping plague and some [kill ] is causing problems, must be wrong filter.. yes, filter_attack vs filter_weapon... anyways Removed [kill ] there..
removed fleshpool from random leader
archaic needs more leader choices
check if ai can use statues, if not then remove from orocia -- statue doesnt unpetrify on night, when created with way other than recruiting
changelogs
allowed AE_MRC_AMLA_DISEASE 999 times, added max xp increase 10%
added heal_full=yes to AE_AMLA_ARMOR
fixed wolfling knife icon
Khthon thralls damage changed from 120% to 60% of original unit
Cyborg damage lowered 7-3 and 16-1 to 5-3 and 11-1
Menagerie engineers repairs lowered from 16 to 8 and 10
Where help is appreciated
Most obvious place would be balance. I do not have particularly good skills for balancing.

Also, almost entire Eltirean faction needs base unit images. I would appreciate suggestions for what to use there.

Creating AI settings for Sapper units, so attacking whenever possible to reach anything, and preferring units depending on their terrain def(prefer high) and current hp(prefer over 20).
This update is the last one that includes massive changes of unit type ids. HOWEVER for next update I need to change ids of infernai units, as they all got spelling mistake. Change will be inferenai -> infernai.

Not defaultlike includes all default, EE loyalist, sylvans, dwarves, outlaws, northerns, undead, AE desert elves, IE cavernei, EoC quenoth, sylvans and wild humans. For rpg era some of these are allowed, but only with units that are not like default.
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RatArmy
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Re: Ageless Era - Current Version: 4.13

Post by RatArmy »

I found a bug.

in Ageless_Era/factions/heroes/heroes-EoC.cfg, line 86,
"Nightshade Fire" should be "AE_chs_sylvians_Eventide_Dancer"
Japanese Translator: Mainline components, and some Add-on campaigns...
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Ravana
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Re: Ageless Era - Current Version: 4.13

Post by Ravana »

Thanks, fixed.
Cubesphere
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Re: Ageless Era - Current Version: 4.13

Post by Cubesphere »

.
Last edited by Cubesphere on June 28th, 2015, 3:15 pm, edited 1 time in total.
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Ravana
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Re: Ageless Era - Current Version: 4.13

Post by Ravana »

Cubesphere
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Re: Ageless Era - Current Version: 4.13

Post by Cubesphere »

I'm sorry
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