Imperial Multiplayer Era - version 0.17 released

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Wolfox
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Post by Wolfox »

Short interuption, where can i download the imperials or the whole area ?
Haven t played for a long time. :(
Disto
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Post by Disto »

Wolfox wrote:Short interuption, where can i download the imperials or the whole area ?
Haven t played for a long time. :(
Campaign server :)
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turin
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Post by turin »

Well, if any balancing changes are decided on, go ahead and commit them. Make sure you update the changelog.

The Lavinians are getting a water unit because every faction needs a water unit. But it won't be very good in water - it will be best in swamp, and might only move 3 in deep water.


I think it would be good to release if we could get the three main factions (Wild Elves, Marauders, Lavinians) into a better balance. Balancing the Aragwaithi, Kedari or Arendians is nice, but its way down on the priority list.

I haven't seen anyone else committing - c'mon, I'm not the only one with commit privileges!
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Ranger M
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Post by Ranger M »

turin wrote:I haven't seen anyone else committing - c'mon, I'm not the only one with commit privileges!
My reason: several long winded projects (which I still haven't finished) and, for the last three weeks, a F***ing annoying school firewall that blocks the svn for security reasons :evil: .

I have done a very small amount of balencing, and I seem to remeber working on some more base unit images, although I can't seem to find them.... Curse my crazy mixed up Hard drive.
Disto
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Post by Disto »

I've been busy etc...
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Oreb
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Post by Oreb »

My life is getting more hectic and busy, and I've given up on trying to get SVN to work, in which I have to get an extra application... and I'm just to lazy :P
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turin
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Post by turin »

Fine... well, I haven't been able to do any work at all for the past two weeks (and haven't been on the forums much either - you might have noticed), but hopefully I'll be getting some more stuff done soon.
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Elvish_Pillager
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Post by Elvish_Pillager »

My suggestions on balancing the Aragwaith, who are currently unbalanced (geez... I seem to lose to chaotic AIs during the Day with them)

These ideas aren't very refined, but I'm sure they're better than the current... :|

Swordsman: It's nice, but you can't really get lots of them and they're weak. Reduce cost to 13 and give 20% blade resistance. Or just reduce cost to 11 or 12; but I'd like more resistance diversity in this faction too.

Archer: So weak compared to the human archer. I suggest 5-4 ranged and 6-3 melee. Thus it's actually powerful in both ranges despite low HP, my original intent, rather than mediocre in both ranges and having low HP.

Spearman: This guy is ok at present.

Scout: He's pretty cool! Trouble is, he's a high-cost, low-HP scout, and isn't great for it. I'd lower his cost to 16 or 17.

Warlock: As bad as the Archer. Supposed to be a damage-dealing mage, but is weaker than the Human Mage even in twilight. Part of the Mage's role is to wait for Day and then massacre, but the Warlock can't do that. Also, his melee is still horribly weak, despite being stronger than the Mage's. My suggestion: 6-2 melee and 7-3 ranged.
Last edited by Elvish_Pillager on May 28th, 2006, 2:24 pm, edited 1 time in total.
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Elvish_Pillager
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Post by Elvish_Pillager »

OMG... the Aragwaith Longswordsman almost doubles in HP when it advances! Plus, it uses the macro AMLA_TOGH, which doesn't exist. I'm totally going to fix the Aragwaith.

The Aragwaith race is filled with typos and missing AMLA and ridiculous unit costs.
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turin
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Post by turin »

EP: If you'd care to update all of the files with your changes and make a changelog-style list of the changes, I'll glady commit them. I don't have enough spare time to bother updating the aragwaithi myself.
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Elvish_Pillager
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Post by Elvish_Pillager »

changelog:
- increased melee damage of the Aragwaith Archer to 6-3
- increased ranged damage of the Aragwaith Archer to 5-4
- increased melee damage of the Aragwaith Strongbow to 9-3
- increased ranged damage of the Aragwaith Strongbow to 8-4
- increased melee damage of the Aragwaith Greatbow to 13-3
- increased ranged damage of the Aragwaith Greatbow to 12-4
- increased ranged damage of the Aragwaith Slayer to 9-4
- increased melee damage of the Aragwaith Warlock to 6-2
- increased ranged damage of the Aragwaith Warlock to 7-3
- increased melee damage of the Aragwaith Wizard to 10-2
- increased ranged damage of the Aragwaith Wizard to 11-3
- increased melee damage of the Aragwaith Sorceror to 13-2
- increased ranged damage of the Aragwaith Sorceror to 15-3
- decreased cost of the Aragwaith Swordsman to 13
- increased blade resistance of the Aragwaith Swordsman, Longswordsman, and Swordmaster to 20%
- increased blade resistance of the Aragwaith Guard to 30% and Shield Guard to 40%
- altered resistances of Aragwaith mounted units to match those of Loyalist mounted units
- fixed misspelled AMLA, missing AMLA, and misspelled alignment in various units
- put some level 2 and 3 unit costs within the realm of sensibility
Attachments
aragwaith-changed.zip
(14.94 KiB) Downloaded 151 times
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Noyga
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Post by Noyga »

I took EP's work and tried to update the syntax of the unit .cfg to v1.1.4 syntax, and cleanup the faction : removed unused obsolete units units and pictures (like the Hunter), and fixed a lot of image path. There might be a few remaining problems, but it is less broken than before (i fixed everything i found).
Here is the result.
This is what i'll probably use for the next release of my Extended Era (perhaps i'll enable female mages, i don't know).
I didn't altered the stats, they are exactly the same as in the Imperial Era (with EP's latest changes).
I hope this helps.
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turin
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Post by turin »

Thanks. I'll add this as soon as I find time...

BTW, what changes were there in 1.1.4 syntax? I might need to update other units in the IE as well.
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Noyga
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Post by Noyga »

AFAIK v1.1.2 -> v1.1.4 changes in the unit syntax are the following :
Weapon specials are now like this :

Code: Select all

[specials]
	{WEAPON_SPECIAL_FIRSTSTRIKE}
[/specials]
(and multiple specials are supported i think ;))
And leadership is splitted in several abilities : ABILITY_LEADERSHIP_LEVEL_1, ABILITY_LEADERSHIP_LEVEL_2, ect ...
That's all i think.

Xan's updater hasn't been updated yet since v1.1.2.
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turin
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Post by turin »

I guess I'll just wait for Xan's updater.
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And I hate stupid people.
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