Imperial Multiplayer Era - version 0.17 released

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turin
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Post by turin »

I'll do some playtesting with the Hippos to see if they are indeed overpowered. The stats, as you pointed out, certainly don't look overpowered, but maybe they are for some reason.
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Rhuvaen
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Post by Rhuvaen »

I downloaded the Imperial Era yesterday (to play Fall of Silvium) and was just experimenting with the different factions, when a game aborted because the unit type "Spahi" could not be found... :(
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turin
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Post by turin »

Rhuvaen wrote:I downloaded the Imperial Era yesterday (to play Fall of Silvium) and was just experimenting with the different factions, when a game aborted because the unit type "Spahi" could not be found... :(
Urgh...

I'll go fix this now.

If you want to make it work on your installation, open the file units/KedarI_Desert_Raider.cfg and change "advanceto=Spahi" to "advanceto=Kedari Spahi".
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ozymandias
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Post by ozymandias »

I'll do some playtesting with the Hippos to see if they are indeed overpowered.
Remember, the map was Siege Castles... lots of water there, which the AI playing Laviniansused to good effect, while the AI playing Sidhe wasted lots of units attacking Hippos when they could easily retreat. Like I said, I don't think they are overpowered... the AI just used them well.
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turin
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Post by turin »

The Marauder Boatsman now has a level 2 and a level 3... you can check out the graphics in the SVN repository. (You might not be able to access it unless you have an account).

Any opinions on the gfx? Any suggestions for the stats?
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JW
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Post by JW »

Is the IE being added to mainline now?
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zookeeper
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Post by zookeeper »

JW wrote:Is the IE being added to mainline now?
Uh, why on earth would it be (or, what would lead someone to think it was being added)?
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Post by JW »

There was talk of it in the past and turin keeps talking about svn.

I think it would be good to include the IE with the official game, but not until the balancing and art and such is finished. I was just wondering if it had reached that point yet.
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Ranger M
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Post by Ranger M »

There is an imperial era svn that people who contribute often or need to make balancing/art/WML changes have, it helps for quick development.
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Post by ozymandias »

Hmm, had a look at the graphics. They look in line with the other marauders, and easy enough to distinguish. Although I'm not sure what the long pole the carry with them is for. An improvised mast? A pole for propelling their - coracle, is it? - in shallow water?

Anyway, stat-wise:

Sailor: 7MP, ~55 HP, 9-3 blade

Seawolf: 7MP, ~65 HP, 10-3 blade with backstab (their black boat makes 'em stealthy) or 13-3 w/o backstab

I noticed the Boatsman has pretty high HP for a lvl1 - I'm not sure they should stay being the highest HP marauder unit, and should rather gain mobility. Anyway, just very brainstormy ideas here...
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turin
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Post by turin »

ozymandias wrote:Hmm, had a look at the graphics. They look in line with the other marauders, and easy enough to distinguish. Although I'm not sure what the long pole the carry with them is for. An improvised mast? A pole for propelling their - coracle, is it? - in shallow water?
Uh... to look cool? :P
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ozymandias
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Post by ozymandias »

Uh... to look cool?
Oh, all right. Works for me. :P
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Post by Kel »

I just downloaded IE from the campaign server, and noticed a problem with the Wild Elves. Their damage ranges are melee and ranged, rather than the short and long that the rest of the era uses. Creates some interesting imbalances in favor of the first attacker, obviously.
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turin
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Post by turin »

Um... in SVN, all of the units use 'ranged' and 'melee'. What version of the IE do you have? Did you get it from the 1.0 server?
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Kel
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Post by Kel »

I'm using Wesnoth 1.1.7, and downloaded IE from the Get Addons button. I think the version was 0.12.0

EDIT: Server campaigns.wesnoth.org, and confirmed v 0.12.0

EDIT2: I had previously downloaded some older versions of IE, could this be causing the problem? If so, should I manually delete some files and redownload?

EDIT3: After loading the campaign, I noticed that all the units in the campaign mysteriously had the correct ranges. Stranger still, I tried the multiplayer again and it seems to be corrected...?
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