Era of Magic (EoMa) 4.8.2 - now on Ko-fi!
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Re: Era of Magic v.0.7.4 Balancing and animations
I assume that this "one-way-ammunition" is for rune attack and "attack only" is for lightning strike, right?
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Re: Era of Magic v.0.7.4 Balancing and animations
Sorry I forgot to that. You're right at half:
Rightinferno8 wrote:I assume that this "one-way-ammunition" is for rune attack
No, rune attack, too.inferno8 wrote:and "attack only" is for lightning strike, right?
Re: Era of Magic v.0.7.4 Balancing and animations
I can't implement these restrictions for Rune Artists, because of RIPLIB. The only way to do that is to give your specials to lvl1, lvl2 and so on. But this will create another problem. Lvl 1 Rune Adepts will consume large amount of gold by using their runes.
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Re: Era of Magic v.0.7.4 Balancing and animations
What is RIPLIB?
What do you mean? -To all level oner or to all level one rune artists?give your specials to lvl1, lvl2 and so on
I don't think, that it's too much to pay a gold per attack, if this attack has enough damage. (I'm thinking about 20-1)Lvl 1 Rune Adepts will consume large amount of gold by using their runes.
Re: Era of Magic v.0.7.4 Balancing and animations
"Reduce In Power Leveling Is Bad" or something like that...fog_of_gold wrote:What is RIPLIB?

I mean Rune Adept line.fog_of_gold wrote:What do you mean? -To all level oner or to all level one rune artists?
IMO the idea of paying for attack is not good. It complicates the game and adds new aspect of gold in strategy. Of course it's very original, but I don't want to make my era too complicated.fog_of_gold wrote:I don't think, that it's too much to pay a gold per attack, if this attack has enough damage. (I'm thinking about 20-1)
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Re: Era of Magic v.0.7.4 Balancing and animations
So you mean I can only include that for a decided unittype? -Of course you can only include this for every unittype you decided so where's you problem?I mean Rune Adept line.fog_of_gold wrote:What do you mean? -To all level oner or to all level one rune artists?
That's good, isn't it?It complicates the game and adds new aspect of gold in strategy
That's a point.but I don't want to make my era too complicated.
But OK. Maybe we should only include 'attack only'.
Re: Era of Magic v.0.7.4 Balancing and animations
hmmmmm...
Summoning is a complicated hability, so that is sufficent for the era :/
And Inferno8 tested he is original because his era haves some habilities what the others era do not have. And he can change or make hability as his choise.
But, I remmind my old slasher of the Englanted ones (now Hiden Face, 3-5 mele and skirmisher and cost 15). Slacher does 4-5 and cost 16 (+25% atackpower is useful too) that was one of the best units in the old Era of Magic. Could you return him or something like him in a 9th faction? or add him in a existing faction?
Summoning is a complicated hability, so that is sufficent for the era :/
And Inferno8 tested he is original because his era haves some habilities what the others era do not have. And he can change or make hability as his choise.
But, I remmind my old slasher of the Englanted ones (now Hiden Face, 3-5 mele and skirmisher and cost 15). Slacher does 4-5 and cost 16 (+25% atackpower is useful too) that was one of the best units in the old Era of Magic. Could you return him or something like him in a 9th faction? or add him in a existing faction?

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Re: Era of Magic v.0.7.4 Balancing and animations
You proposed to give "one-way-ammo" and "attack only" to the Rune Artist, who is lvl3 unit. So I said this should go directly to lvl1 Rune Adept and higher levels of this unit (including the Rune Artist) because of RIPLIB.fog_of_gold wrote:So you mean I can only include that for a decided unittype? -Of course you can only include this for every unittype you decided so where's you problem?
No, it is too different from the default era and too original. It changes gameplay in a lot of ways. That's why I don't want to use this idea.fog_of_gold wrote:That's good, isn't it?It complicates the game and adds new aspect of gold in strategy
AFAIK the Rune Adept line is balanced, so I am not going to change statistics of these units and add new abilities.fog_of_gold wrote:But OK. Maybe we should only include 'attack only'.
Yes, that's right, but it's an exception. The summoning ability has it's explanation in the era's plot.IPS wrote:Summoning is a complicated hability, so that is sufficent for the era
My era has some original abilities, but it's not like the old Abilities Era. I don't want to complicate the game. Every player should derive the same satisfaction from playing Default era and Era of Magic.IPS wrote:And Inferno8 tested he is original because his era haves some habilities what the others era do not have.
There won't be 9th faction. I assume you are talking about 8th one. Who knows? Maybe?IPS wrote:Slacher does 4-5 and cost 16 (+25% atackpower is useful too) that was one of the best units in the old Era of Magic. Could you return him or something like him in a 9th faction? or add him in a existing faction?
Re: Era of Magic v.0.7.4 Balancing and animations
4-5 mele is better than 5-4 because the 5 strikes means more percent to kill a unit with 1 or 2 hits, the problem is the unit not hit frequently the 5 hits...
But, If that unit is stronger it does 5-5 dammage, 25 of dammage is powerful, but not more than an 6-4 strong unit (7-4 like the spear of the drake clasher)
But if that unit haves 4-5 should cost 16 or 17 if a light body type of unit like the thieves, fencers, footpads, etc. With maybe 33 hp.
But, If that unit is stronger it does 5-5 dammage, 25 of dammage is powerful, but not more than an 6-4 strong unit (7-4 like the spear of the drake clasher)
But if that unit haves 4-5 should cost 16 or 17 if a light body type of unit like the thieves, fencers, footpads, etc. With maybe 33 hp.
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Re: Era of Magic v.0.7.4 Balancing and animations
Yes, of course I was talking about rune adeptsinferno8 wrote:You proposed to give "one-way-ammo" and "attack only" to the Rune Artist, who is lvl3 unit. So I said this should go directly to lvl1 Rune Adept and higher levels of this unit (including the Rune Artist) because of RIPLIB.fog_of_gold wrote:So you mean I can only include that for a decided unittype? -Of course you can only include this for every unittype you decided so where's you problem?

You made this era to have fun and if you allready know all possible tactics allready, it'll be boring. I think, you didn't hope that a developer would include your factions, did you? -You made 'Summoning' which also changes the gameplay a lot. But it won't be unbalanced, I think, to pay at maximum dubbled costs. I'd like to have this 'special' because this unit will be usefull to defend if you have troubles.No, it is too different from the default era and too original. It changes gameplay in a lot of ways. That's why I don't want to use this idea.fog_of_gold wrote:That's good, isn't it?
If you fear changing something, it won't become better. But don't do these changes in this moment; I'm looking forward to have the necromancer and your campaigns.AFAIK the Rune Adept line is balanced, so I am not going to change statistics of these units and add new abilities.fog_of_gold wrote:But OK. Maybe we should only include 'attack only'.
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About the englightened ones: When you include necromancer, the englightened ones need an undead unit, too. I don't know the necromancer allready but we should include a unit of them.
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About the recruitable sunfollower: I hate this idea to be able to recruit level 2 units. If I'm able to advance to them, I'll never do because I think myself: "Why sacrificing much experencepoints to get a unit which is recruitable". I feel sad about that, because the sunfollower is an interesting idea. Decrease the power (by decreasing hitpoints) and the cost of the warbanner.
Re: Era of Magic v.0.7.4 Balancing and animations
The Default era isn't boring although "you know all possible tactics".fog_of_gold wrote:You made this era to have fun and if you allready know all possible tactics allready, it'll be boring.
No I didn't. I think, that the Default era won't be extended and number of all six factions is closed.fog_of_gold wrote:I think, you didn't hope that a developer would include your factions, did you?
I am not afraid of changes. Your proposals do not fit my vision of this project. That's all. This case is closed.fog_of_gold wrote:If you fear changing something, it won't become better.
The release date of the Necromancers is not planed for this year. Do not overtake the facts. If you haven't seen them, don't talk about them.fog_of_gold wrote:About the englightened ones: When you include necromancer, the englightened ones need an undead unit, too. I don't know the necromancer allready but we should include a unit of them.
You always have a choice. Your Shielder can advance to Protector Revenger or Sun Follower. I don't see a problem here.fog_of_gold wrote:About the recruitable sunfollower: I hate this idea to be able to recruit level 2 units. If I'm able to advance to them, I'll never do because I think myself: "Why sacrificing much experencepoints to get a unit which is recruitable".
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Re: Era of Magic v.0.7.4 Balancing and animations
Well, it may be exaggerated to say it's boring. But it makes much more fun if you don't know all tactics.inferno8 wrote:The Default era isn't boring although "you know all possible tactics".fog_of_gold wrote:You made this era to have fun and if you allready know all possible tactics allready, it'll be boring.
OK. That are diffrent opinions.I am not afraid of changes. Your proposals do not fitfog_of_gold wrote:If you fear changing something, it won't become better.
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my vision of this project.
-Which ones do you, if I'm able to ask?
-That does make much of your actions clear
Since I know that you have visions, I understand.The release date of the Necromancers is not planed for this year. Do not overtake the facts. If you haven't seen them, don't talk about them.fog_of_gold wrote:About the englightened ones: When you include necromancer, the englightened ones need an undead unit, too. I don't know the necromancer allready but we should include a unit of them.
You always have a choice. Your Shielder can advance to Protector Revenger or Sun Follower. I don't see a problem here.[/quote]fog_of_gold wrote:About the recruitable sunfollower: I hate this idea to be able to recruit level 2 units. If I'm able to advance to them, I'll never do because I think myself: "Why sacrificing much experencepoints to get a unit which is recruitable".
Did you ever choose the sun follower? The problem is, that you'll never choose the Sun Follower while advancing. Either remove it from the recruitlist or remove it from the advancement. Another thing is, that they are really annoying. But I've no idea if that's good or bad.
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I found a formula to calculate the power of the Dimenisional Gates:
Let us think, the gates are the best balanced units in this game. So we can use his stats. To get the power of the experience, we should know, how often the gate average need to fight and to level. Resistences and deffences are about 50%, so they'll decrease the damage of the attack to 25%. Hitpoints are 15 and his flame have got 10 damage. Let us say, the average deffence is 50% so {WEAPON_SPECIAL_MAGICAL} will multiply the power of the attack by 70%/50%=1.4. Now we multiply 1.4*10*25%=3.5. This unit will need about 15/3.5=~4 times to kill himself. He need two fights against itself to level. This unit needs 8 attacks to level so the advancement gives an eighth of air elements. This is 7*20*(10*1.4+18+8/70%/50%)/70%/50%/1/8=~2,742.9 powerpoints, which isn't very strong for a 16 gold unit.(see below) Of course, you won't use them to fight, but that are tactics and if the ai will choose them, it will.
Now the second gate:
Same stats like in the top, but now, we've got a level one unit. 13 experiencepoints does mean, that the unit will need 5 attacks to level. That means, 1/5 of an air avatar. It has got 7*38*(22*70%/50%+27+8/50%/60%)/50%/60%/1=~74,893.7 power(If not clear and you are intrested in, ask what I've calculated) 74,893.7/5=~14,978.7 experience-power-bonus. (About 5 times stronger than the first gate). Comparing with the elfish fighter [ 5*33*(20+9)/60%/60%/1.5=~8,861.1 ], the dimensional gate is doubbled of power. Then, you have to think, that you can use dimensional gates better because of specialization in advancement. You really have to increase the experience a lot.
Re: Era of Magic v.0.7.4 Balancing and animations
Hmmmm....
yeah, sun follower shouldnt be on the list of recruits because its a lv2 unit and 11-3 can give you an advengage to the others factions because you can use only 1 or 2 squares to kill a unit, and the others factions cant do it with the same elegance.
And SunFollower shouldnt have that 100% of arcane resistance, its very strange, the arcane ressistance should be in 50% or 60% and the fire and cold resistances are ok.
Sun Follower does 11-3 so more than a pikeman and sun follower cost 28, but thinking in the resistances I think 2 things.
1.- Sun Follower should cost a bit more because mages are less useful on them, and this is the era of the mages.
or
2.- Sun Follower should have less resistances and maybe less dammage, because a bonus of 160% in resistances is more than the dwarves resistances. Dwarves haves a bonus of 90% only and 30% of flat defense.
I dont know what is better, but I think Sun Follower can be the panic of much strategist in era of magic and to be able to recruit can make a upbalance.
yeah, sun follower shouldnt be on the list of recruits because its a lv2 unit and 11-3 can give you an advengage to the others factions because you can use only 1 or 2 squares to kill a unit, and the others factions cant do it with the same elegance.
And SunFollower shouldnt have that 100% of arcane resistance, its very strange, the arcane ressistance should be in 50% or 60% and the fire and cold resistances are ok.
Sun Follower does 11-3 so more than a pikeman and sun follower cost 28, but thinking in the resistances I think 2 things.
1.- Sun Follower should cost a bit more because mages are less useful on them, and this is the era of the mages.
or
2.- Sun Follower should have less resistances and maybe less dammage, because a bonus of 160% in resistances is more than the dwarves resistances. Dwarves haves a bonus of 90% only and 30% of flat defense.
I dont know what is better, but I think Sun Follower can be the panic of much strategist in era of magic and to be able to recruit can make a upbalance.
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Re: Era of Magic v.0.7.4 Balancing and animations
No, I'm an artificial intelligence, humanfog_of_gold wrote:You have 'visions'?

I used wrong word. I meant 'concept'. Sorry for this mistake.
fog_of_gold wrote:Did you ever choose the sun follower? The problem is, that you'll never choose the Sun Follower while advancing. Either remove it from the recruitlist or remove it from the advancement.
Damn, now I see the problem hereIPS wrote:yeah, sun follower shouldnt be on the list of recruits because its a lv2 unit and 11-3 can give you an advengage to the others factions because you can use only 1 or 2 squares to kill a unit, and the others factions cant do it with the same elegance.


Edit:
You're amazingfog_of_gold wrote: I found a formula to calculate the power of the Dimenisional Gates

How much? What exactly do you suggest?fog_of_gold wrote:the dimensional gate is doubbled of power. Then, you have to think, that you can use dimensional gates better because of specialization in advancement. You really have to increase the experience a lot.
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Re: Era of Magic v.0.7.4 Balancing and animations
I understood, that you meant 'concept'. I thought, you made it just-for-fun (without a concept)inferno8 wrote:No, I'm an artificial intelligence, humanfog_of_gold wrote:You have 'visions'?![]()
I used wrong word. I meant 'concept'. Sorry for this mistake.
I'd prefer to have it advanceable. If you do a level one sun follower it might be difficult to balance(and still hold his resistences(I like these. They are so beautifull useable))Should I create a lvl1 Sun Follower?
I think, it's OK: There aren't much units, which only have got a arcane attack and as far as I know, they'll still do one damm age. There are units only do fire/cold damage so this have to be 30%. And f you have troubles to fight against them, use fighter. They are able to kill them.And SunFollower shouldnt have that 100% of arcane resistance, its very strange, the arcane ressistance should be in 50% or 60% and the fire and cold resistances are ok.
Multiply experience of the second gate with 3 while lower the goldcost of the first gate to 75%. Multiplied together it'll set the power of this unit to about 44.4%.How much? What exactly do you suggest?fog_of_gold wrote:the dimensional gate is doubbled of power. Then, you have to think, that you can use dimensional gates better because of specialization in advancement. You really have to increase the experience a lot.
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Edit:
The summon ability is still too strong for leaders while it became too weak for not-leaders. So here's a suggestion of me to balance it: You should need all movement points (and remaining attacks) to summon one creature. You haven't to be able to summon from or to castles or keeps. Now it will be much easier to balance: I get the power of the summonable unit and of the strongest attack, which will get added 10% of every new attack, which have got another damage type. I'll divide the power of the unit with the power of the attack, divide the movement points, too and at least decrease one. After that, I'm able to get the first balanced costs by multipling the result with the normal costs (can't get under zero, of course).