Gladiators

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

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Gambit
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Re: Gladiators

Post by Gambit »

That guy deserves a nobel prize in awesomeness... I think every single unit in that folder is going to end up in the next GEB release.


DOH. How did I forget bats :lol2: And Yetis.
Also anyone know why is the wild wolf no different at all from the wolf with a goblin rider? It's actually worse (higher exp and no advancement) but it costs the same?




New Version. Player 1 now gets double gold on defender_hits events. This was done because after I gave the gladiators more points they quickly killed all the critters and the game got stale. Creeping biggerism for the win! lol
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A Guy
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Re: Gladiators

Post by A Guy »

Seems interesting. I'll give it a try and see if I find any bugs.

EDIT: It'd be much less annoying to just give the "Buy Wild" and "Buy Controlled" options a menu, instead of opening up another menu to select the creature type. The "Select location" should stay.
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Gambit
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Re: Gladiators

Post by Gambit »

A second smaller map has been added as well as some balancing. The gladiators still seem to have the edge now.

If I make the owners income too high they get overwhelmed in the begining.. but if the gladiators survive to turn 10 there is no stopping them. I think I'll do like SX and other survivals and make turn based bonuses to the creeps on top of a steady income.
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Gambit
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Re: Gladiators

Post by Gambit »

Just released it.
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A Guy
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Re: Gladiators

Post by A Guy »

About my suggestion...?
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Gambit
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Re: Gladiators

Post by Gambit »

Where?
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A Guy
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Re: Gladiators

Post by A Guy »

Nevermind.
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Araja
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Re: Gladiators

Post by Araja »

It was good fun but the way it actually plays is unusual.

It begins with both sides even.

Then the heroes become superheroes and the owner simply cannot threaten them in any way.

Then the owner gets Yetis, which pay for themselves every couple of hits, granting him an infinite swarm of massive lvl4s and equally huge amounts of direwolf riders, and the heroes simply cannot threaten him in any way.

The only balance is that it is unbalanced in both sides favor at some point :hmm:
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Gambit
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Re: Gladiators

Post by Gambit »

I'll make yetis cost 45 gold instead of 30. Then they don't pay for themselves in 1 hit.
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Re: Gladiators

Post by Araja »

Thanks, that Yeti swarm was driving me insane :)
Kitoari
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Re: Gladiators

Post by Kitoari »

I know this topic is kind of old, but I still want to share my thoughts on this scenario.

See, there are three game breaking advantages gladiators have:
1. Movement Bonus
2. No Upgrade Caps
3. Full Heals

I once summoned a horde of 10 yetis. A formidable squad, but nothing compared to the Drake with 20-10 fire breath. However, with movement bonus after a kill, he can easily clear the horde in one turn. I watched as my entire yeti horde was decimated in one turn, by one unit. By then he had amassed 16 move, and flew halfway across the map and killed me. Even if the yetis had a good ranged attack, he has full heals, which come very easily. You can also buy +100 hp right from the offset.

It was fun, even for me, but I suggest making full heals cost a tad more, capping upgrades, or capping the amount of movement bonus you can get.
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Re: Gladiators

Post by Gambit »

A higher cost for full heals makes the gladiators die early. Perhaps if the cost were proportional to the turn number.
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Re: Gladiators

Post by Kitoari »

I was just throwing ideas out there, but that actually sounds like a good idea. Nice to see my input was considered at least :D .
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A Guy
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Re: Gladiators

Post by A Guy »

Perhaps only 1 full heal per turn.
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Re: Gladiators

Post by wesfreak »

srry to be a thread necro, but: i think the owner could have some more variety. i mean, at the end it's just yetis and dragons.

here's a list of monsters that i think could go in:

1. sea monster
2. all drakes (if you're going to have one, you might as well have all of them) (including armageddon)
3.some more undead units. (same reason as above)
4.gryphon
5. ogres and trolls
6.orcs and bandits (frequently hired as mercenaries in campaigns, so they can be bribed into going here.)
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