Author Topic: Dwarf faction  (Read 96833 times)

Darth_Mascurse

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Re: Dwarf faction
« Reply #100 on: 18 February 2009, 20:43:54 »
have these units all been added into the mod?

I sure haven't seen them...is there a new beta of the mod available for download recently?

I still really like the dwarves' economy...I really think that if any faction deserved walls...it would be magic or the dwarves...both of the slow starters...I personally think that tech has a huge advantage over most of the other factions just because of their REALLY quick military swarms...

BTW...if those unit's AREN'T available...I can't wait until they are!!!!!

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Re: Dwarf faction
« Reply #101 on: 24 February 2009, 21:12:15 »
well i hear you need more ranged units i'll make my suggestions(i read most of this thread i hope i have all new ideas):

Axe thrower or variation on that
rock thrower
rock dropper(air)
 
and maybe i'll mentions a few other things like major units:

ancient myth (wyvern[they don't fly by the way, snake like with two short fore arms, with kind of like an icy beam breath])
cyclops legionaire(you know muscular, one eye, huge, huge hammer for weapon)

i hope my suggestions help

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gameboy

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Re: Dwarf faction
« Reply #102 on: 27 February 2009, 07:52:13 »
I don't think dwarves are meant to throw rocks, that would be too primitive.
And the other one mentioned Wywern and a Cyclops don't fit the whole dwarves concept.

hailstone

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Re: Dwarf faction
« Reply #103 on: 27 February 2009, 08:07:45 »
Why can't dwarves be primitive? We don't need to stick to 'conventions' as long as it makes sense.
« Last Edit: 27 February 2009, 08:09:28 by hailstone »
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Re: Dwarf faction
« Reply #104 on: 27 February 2009, 19:47:38 »
dwarves are the least advanced out of mostly all mythological species except goblins maybe
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Omega

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Re: Dwarf faction
« Reply #105 on: 28 February 2009, 04:45:11 »
I think dwarfs are rather primative. They can have things like cross bows, cannons and stuff, but not modern weapons. Stones are perfectly fine though. Look at a catapult and tell me what it does. Think of this as a shrunk down version (in more than one way).
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Re: Dwarf faction
« Reply #106 on: 28 February 2009, 14:59:27 »
awesome!
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wciow

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Re: Dwarf faction
« Reply #107 on: 28 February 2009, 16:42:49 »
*Bump* Beta is here.

Download from the first page of this thread.

Changes:

units:
new unit flame team
new unit bombard team

buildings:
foundry now has a custom destruction model
texture improvements to the stronghold
stronghold now has a custom destruction model |
fixed texture on warriors hall construction model

balance:
stronghold now cost 400 gold instead of 100
improved the dragon slayers air attack
hero cost increased to 200 gold 150 stone
defense tower and foundry now have stone armor instead or wood
increased hero build time
increased dragon slayer build time
lowered miner gold/stone amounts

misc:
re-arranged build order to make the ai play better
improvements to ui icons
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Dwarf faction
« Reply #108 on: 28 February 2009, 18:33:48 »
that download link brings me to mediafire but it says something like no files found
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Trappin

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Re: Dwarf faction
« Reply #109 on: 28 February 2009, 21:34:58 »
Yes, the mediafire link is bad.

0 items found to display!

wciow

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Re: Dwarf faction
« Reply #110 on: 1 March 2009, 01:42:02 »
 :-[Sorry, I think that was a link to manage all my files (access for me only).

I've updated the link to the specific file so it should work now.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Dwarf faction
« Reply #111 on: 1 March 2009, 03:42:53 »
thx :D
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huntermeca

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Re: Dwarf faction
« Reply #112 on: 1 March 2009, 23:23:41 »
(excuse me for my english )

I play with your faction(beta version) and I think you need to change tree little things:

-Increase the cost of the warrior to 100 golds
-Reduce the range of the bombard to 15 ( all of my warrior was killed before they reach this unit :D )
-Add rank: Hero can become legendary hero (6 kills) and warrior, elite warrior (3 kills)
-Increase the walk speed of the flame-team

(excuse me for my english )
« Last Edit: 1 March 2009, 23:51:28 by huntermeca »

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Re: Dwarf faction
« Reply #113 on: 2 March 2009, 00:57:44 »
i've downloaded your beta version but i haven't had a chance to play it ::)

hey huntermeca did you try out my mod 8)
it's the elementals and there's a download link in my signature
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modman

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Re: Dwarf faction
« Reply #114 on: 2 March 2009, 02:06:54 »
So this is it as models go wciow?  If so, balancing comments are welcome!

huntermeca

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Re: Dwarf faction
« Reply #115 on: 2 March 2009, 14:00:40 »
I replay with the dwarves and you should change other thing:

-Increase the gold and stone load for the miner to 40
-Farm can produce pig
-Put the fortify upgrade in the fundry
-A new building for bombard and flame-team
-Warrior can morph in hero

Excuse me for my english

Huntermeca

wciow

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Re: Dwarf faction
« Reply #116 on: 2 March 2009, 14:21:11 »
So this is it as models go wciow?  If so, balancing comments are welcome!

I will continue to improve the textures and maybe the animations for the next release but there will be no totally new models.

@ huntermeca:

-I've already adjusted the warriors gold/stone amounts slightly
-The bombard has been de-powered somewhat since beta release but is still the most powerful unit  ;)
-Hero's may get an extra rank, warriors definitely will not.
-The flame-team may get a small speed upgrade but if they could move fast they would be far to powerful.
-Fortify upgrade has been moved so it can only be built once you have a foundry but will not go into the foundry itself.
-Warrior to Hero morph is a possibility which I'll test out and decide on.

All these changes (and alot more) will be in the next version.

Its practically impossible to balance dwarves well because the CPU cannot use miners. So when the AI is playing it uses workers. When a human plays they use miners and get a huge advantage.

I've opted to make dwarves hard to beat in Ultra mode. This means, of course, that playing as Dwarves with miners makes the CPU (even on ultra mode) a complete push-over. However this makes it fun to play against them with other factions.

If you do decide to play as Dwarves then consider using 2 or 3 AI enemies(ultra) to make it reasonably challenging.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

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Re: Dwarf faction
« Reply #117 on: 2 March 2009, 14:30:15 »
wow it really sounds like this mod is coming along great
i'll post some balance comments when i test it for myself
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modman

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Re: Dwarf faction
« Reply #118 on: 3 March 2009, 02:19:54 »
I did some testing on Dwarves; overall this faction is great!  Comments are below:

*Get some Dwarven Music!  (I sent you a personal message with the links attached, so now you have no excuse!)
*Worker build sound timing is off
*Foundry upgrades’ order wrong; available ones should be before dependent ones
*Why does the Worker have a "build basic" command; this should be changed to just "build"
*You might want to fix the worker animation settings when you set them to harvest or mine; they shouldn't be carrying wood until they chop it
*Foundry should store wood
*Flame Team is piercing attack damage?  It should be energy.
*The Golem sounds for the Flame Team get annoying...
*Nice particle proj for Flame Team!
*Nice models for the new units!
*Anim speed for Bombard is too fast; the wheels spin faster than it moves
*Hold position button images...
*More anim speed for Flame Team move would be nice...
*Why does military cost stone?
*Nothing can heal military?
*Wheels spin backwards on Bombard.
*Particle proj for Bombard should be farther out (z axis I believe)

Conclusion:
Dwarves are fun.  My only suggestion would be that Dwarves should be spread out over a longer tech tree, possibly adding a few units along the way.  Great Job so far!
« Last Edit: 3 March 2009, 02:21:56 by modman »

wciow

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Re: Dwarf faction
« Reply #119 on: 3 March 2009, 21:37:11 »
Thanks for the comments.

@modman:
most of the stuff you posted will be fixed in the next release. I'm considering making the next release final and letting people do any additional balancing themselves. 
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

titi

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Re: Dwarf faction
« Reply #120 on: 3 March 2009, 22:31:11 »
:) YES!!, i think this will be a good new faction!
And its quite playable yet :)

some ideas:
- I want a flying unit :),  its really hard without it. Some kind of hot air balloon throwing rocks would be nice!
- everything needs very much stone! You will run out of ressources in lots of levels! Try to replace some ressource needs with wood.
- Several buildings( the models) are too big and construction/destruction models are missing.
- For eyecandy reasons: Think about an attack wich shows more of the particel system. This brings some more action for the fights.
- I think you need a weak range unit for the beginning, like an archer. What about someone throwing stones?
- Not enough anti aircraft units ( But probably I simply played too bad  :P)

( If you need/want some help, simly ask for help ;-) )
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Trappin

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Re: Dwarf faction
« Reply #121 on: 4 March 2009, 00:47:35 »
Very nice, I like the buildings.

I agree with titi:

- Air unit would add balance.
- Change a resource/unit requirement from stone to wood.
- Add mobile anti-aircraft unit**
And/Or
- Add air attack to dwarf defensive towers.

**Maybe add a large unit comparable to Magic factions wicker beast or Tech's battle machine.

« Last Edit: 4 March 2009, 16:28:47 by Trappin »

modman

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Re: Dwarf faction
« Reply #122 on: 4 March 2009, 02:48:44 »
I made some music for your faction, wciow.  If you don't like it, you can just tell me (why would be nice too ;)) and I'll fix it gladly.  If you like it, I will need to know that too, so I can make a required readme to go along with it, that both gives  credit to Kevin MacLeod who composed all the soundtracks I pieced together, and also a little credit to me too ;D.

Download.  It is the same file, just two different links to ensure none are broken
;D
Download link 1
Download link 2
« Last Edit: 4 March 2009, 02:55:44 by modman »

gameboy

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Re: Dwarf faction
« Reply #123 on: 4 March 2009, 10:44:33 »
Here are a few unit suggestions:
Air unit - Although I disagree with the flying unit for the dwarves, a hot air balloon seems like a good idea.
Heavy unit - A mechanical war wagon.
Basic unit - a catapult, not those huge oversized ones, but a hand held mechanical device which deals weak damage and has a short range but fires quickly.

My verdict:
I LOVE THIS MOD.
The models are very original, I could have never thought of the things you did, Two Thumbs Up.

wciow

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Re: Dwarf faction
« Reply #124 on: 4 March 2009, 18:02:03 »
I made some music for your faction, wciow. 

Thanks modman, I checked out the site you recommended and found 2 tracks which I liked (Stoneworld Battle and Majestic Hills).
Unfortunately I had problems because the .ogg encoder I used was making them really quiet compared to the other Glest sound files.

Also thanks again to all those who have commented on my faction.

Please keep giving ideas for units. I was going to keep the Steam-forge back for a GAE release but maybe it could be added to the standard version. This would add three new units!

1 flying unit
1 engineering unit.
1 undecided unit (ideas please)
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0