Defense of the Marshal (MP Scenario) [Version: 1.2.2]

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Sapient
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Post by Sapient »

Cuyo Quiz wrote: Since when are units supposed to be balanced in a showdown or in a one-by-one basis?. Did i miss something lately?.
Umm... this is a highly modified custom scenario, so the usual balancing rules don't apply. If JW wants to balance it using the showdown factor as a guideline for starting gold, I say go right ahead; I'm not going to lose any sleep over it though.
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Post by Swordy »

wow... very detailed, JW :D thanks
but that's only elvish archer and mage. we have millions of other units :/

i actually tried to balance ALL units but seemed not worth it :/ too many extra codes and there would always seem to be something wrong here and there. so i decided to only nerf/powerup units that are obviously over/underpowered.

1.1.2 is out. readme file for changelog.
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Post by Sapient »

I know Roze did a lot of unit nerfing in Creep Wars, but in hindsight I think it is the wrong approach. I would much rather recieve a starting gold modification +/-, rather than changing the basic starting unit. If you "nerf" a unit, it is no longer the same unit that you would expect. A starting gold modification divided into tiers (by "gold/silver/bronze faction" choice) would be a much clearer way to settle this. Either allow the units, or disallow them, or give them a new name and artwork; don't "nerf" them. :cry:
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Post by Swordy »

1.1.3 has been published. readme for changlog thx.
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Post by Swordy »

1.1.4 on the campaign server.
changes:
- Made 'Speed Exercise' limit 14. thanks sapient.
- Reduced buyable creeps' prices.
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Post by Swordy »

1.1.5 on campaigns server

Changes:
- Buyable creeps' prices will fall each turn after turn 10.
- Adjusted prices/stats of buyable weapons.
- New buyable weapon: 'hatchet' (no more 'sword')
- Toughness increase exercise and resilience therapy now gives 10+10% hp instead of 10%+10.
- Nerfed Knight and its advances.
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Post by JW »

Swordy wrote:Changes:

- Toughness increase exercise and resilience therapy now gives 10+10% hp instead of 10%+10.
Yikes...this will make hp gains even faster...did you up the price? This actually makes a big deal.
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Post by Oreb »

JW wrote:
Swordy wrote:Changes:

- Toughness increase exercise and resilience therapy now gives 10+10% hp instead of 10%+10.
Yikes...this will make hp gains even faster...did you up the price? This actually makes a big deal.
True... For example:

1. 10%+10
2. 10+10%
I have 50 health,

case 1 means = 65 health
case 2 means = 66 health

It may not be much right now, but it increases alot
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Post by JW »

Saurian Skirmisher: 22hp.

old - new
34 - 35
47 - 49
62 - 65
78 - 82
96 - 101
116 - 122
138 - 145
162 - 170

Spearman: 36hp.
old - new
50 - 51
65 - 67
81 - 84
99 - 103
119 - 124
141 - 147
165 - 173

Okay, so it wasn't as big a deal as I thought. I figured the extra hp would keep stacking on itself, which it doesn't seem to do so quickly. Meh.
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Post by Swordy »

thanks for bringing that up... i thought i was good enough at math haha...

so 1.1.6 is out.
- Replaced all nerfings/powerups with variable starting gold.
- Removed Dwarvish Ulfserker and Dwarvish Guardsman from the era.

oops... 1.1.7 is out shortly after that mwaha.
- Added Random faction.
- Adjusted factions.
- Removed Elvish Shaman's -25% XP requirement.
- Buyable creeps' price reductions now works properly.
- Toughness increase exercise and resilience therapy now gives 10%+10 hp again.
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Post by JW »

why remove the 2 dwarfs? :(
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Post by Swordy »

coz they're not suitable for DotM :/

Berserker just can't be balanced. if enemies are all archers, serker team wins for sure. if i give it few gold, it would become too weak against fighters.

Guardsman... i've seen it do good without going to town on the 1st turn. Steadfast is really not for DotM :/
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Post by Sapient »

Yay! Thanks for implementing this suggestion. I totally agree with removing the Ulfserker as well. (Not sure about the guardsman). Swordy, you're my hero! 8)
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Post by Swordy »

I'm thinking of demolishing Monastery... those holy weapons are so unfair for non-ghost undeads :( But demolishing Monastery would draw a very big smile on the Ghost's face.

So the options would be:
1. Demolish Monastery and banish Ghost (and add melee drain weapon for taste)
2. Banish all non-ghost undeads :shock:

What do you guys think :/
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Post by Oreb »

Swordy wrote:I'm thinking of demolishing Monastery... those holy weapons are so unfair for non-ghost undeads :( But demolishing Monastery would draw a very big smile on the Ghost's face.

So the options would be:
1. Demolish Monastery and banish Ghost (and add melee drain weapon for taste)
2. Banish all non-ghost undeads :shock:

What do you guys think :/
Get rid of holy magic, or nerf the power of it, Whenever I chose ghost... someone like JW blasts me with holy and I get wasted :x

Also you should nerf the Sky Sceptre, 10-2 is pretty powerful against armoured/undead units.

Also, getting rid of the Guardsman helps with the OOS since Steadfast has problems
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