Imperial Multiplayer Era - version 0.17 released

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Post by Pic »

Having found out that my clockwork dwarves faction was being considered for IE (Imperial Era i assumed.) Has anyone got any ideas for stats and the like?
All i'm really interested in is getting the sprites done, stats and things bore me, so any input into that side of things would be good (You can see all sprites in the art contrib forum and some of my really rough ideas for stats in the faction thread(though it might just be easier for me to say them if you discuss any units))
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Noyga
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Post by Noyga »

Well you could start from those in the draft era i posted in the clockwork dwarves thread.
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Post by Pic »

Oh yes :oops:

Some of the units have changed since then though, quite dramatically *goes to dig it up to see how much still applies*

-edit-

Am i stupid or has the download gone? I dont have it on my computer any more because..well...i dont have a computer anymore, i have to use my brothers

-/edit-
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Post by Oreb »

If you would like to make up fresh stats go ahead.

Otherwise, I might make them up for you, if you give me some pointers on the units.
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Post by Pic »

Have a look at the units here: http://www.wesnoth.org/forum/viewtopic.php?t=12210


Assassins line

L1 – Punch syringe to deal either one or two heavy blows and glass balls filled with encumbering gases for the long range

L2 – Same weaponry

L3 – Specialises in long range gas (weaker short range)

L3 - Specialises in short range attacks (no long range)

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Solider line

L1 – Solider L1 unit (uses piecing damage, I know the unit look like this isn’t the case, but it’ll all make sense with animation)

L2 – Same as above basically

L3 – tanky


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Triggermen line –

They all have weak attacks, but have MANY weak long range attacks making up for lack or strength and accuracy in plain amount


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Contraption –

(Noticed an error on my unit tree posted now)

level one I don’t really know

the level 2 Clockwork golem can be a stalwart heavy defence unit maybe with regeneration again but only with a medium health and a slow hit rate

But the level 2 Automaton can sacrifice the armour for some more unusual technology giving it regeneration and swarm, but with a low hp although enough not to die instantly and limited movement over certain terrains if over powered? Kind of like a horseman, run along the plains with a crazy attack that can be very damaging but half the time kills you as well.


-------------------------------------------------------------------------------

Itinerant line –

Scouting unit

At level two it branches to a flying unit and a walking unit at level three it will stay as such, just get more powerful
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Post by Oreb »

Ok, I'll get started as soon as possible.
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Post by Elvish_Pillager »

Say, how about I release an "official" version of the Aragwaith? Then there'd be an "official" way to reconcile out of syncs between the Extended and Imperial areas; plus I'm the one who's most interested in dealing with the particulars of the faction.

(cross-posted, again)
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Post by turin »

Um... sure. What would that entail?
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Elvish_Pillager
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Post by Elvish_Pillager »

I haven't really thought it out much.

- I'd release something onto the campaign server, containing at least all the units on the Aragwaith faction, and faction files (like data/factions/loyalists-default.cfg.), but NOT including them; so downloading the add-on would not affect Wesnoth.
- you and Noyga would probably copy those files into your own add-ons.

What would really be better is if there was a Wesnoth feature that could make one add-on dependent on another, so that downloading the Imperial Era would automatically donwload the Aragwaith if you hadn't already...
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turin
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Post by turin »

Imperial Era 0.15 Released

The main changes are:
* Removal of the Kedari and Aragwaithi factions. They haven't been deleted, they've just been moved to another era (the Feudal Era) which I have yet to release.
* Addition of the Cavernei faction. It may appear to be a direct copy of the Knalgan Alliance, but it is not. Primarily because it has only Dwarven units. This really changes the faction's dynamics. It is really underpowered right now because of that, but the goal is to eventually have it balanced while not changing this fundamental characteristic of the faction.
* Tcolorization of many of the Lavinian, Nemidian, and Wilf Elven units.

The main point of this release is to get the Cavernei in a playable state for the next release.
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Post by Flametrooper »

Sorry to ressurect this thread, but - Turin, do you have any clue what's wrong with the Orbivim forums? They've been down a lot lately, saying "outage" or "update in progress" or similar. :?
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Post by turin »

Flametrooper wrote:Sorry to ressurect this thread, but - Turin, do you have any clue what's wrong with the Orbivim forums? They've been down a lot lately, saying "outage" or "update in progress" or similar. :?
I know no more than you do, unfortunately. I've noticed they've been down though. :? I'll look into it...
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turin
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Post by turin »

IMPERIAL ERA 0.16 RELEASED

Main changes:

* New faction, Gentes Orcorum (i.e. orcish gladiators)
* Much improved artwork, especially for the Lavinian Legion and the Wild Elves.

This is all the factions that there are going to be, in the IE anyway, so focus now shifts to balancing them and improving artwork.

This is a 1.3+ only release, due to the fact that WML is changing and I can only really keep it in sync with one release. I've already uploaded it to the 1.3.1+svn server.
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Eleazar
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Post by Eleazar »

Hmm, it's not a big thing, but it has no icon in the add-on list.
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turin
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Post by turin »

Eleazar wrote:Hmm, it's not a big thing, but it has no icon in the add-on list.
Fixed.

This was a result of the campfire image being moved to scenery/fire1.png, and my not knowing about it.
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