Poll

Should we change magic in the megapack v3

no, a weak faction gives more possibilities to setup a good game
3 (23.1%)
no, magic is good enough
1 (7.7%)
yes, magic should be tuned a bit ( please tell me your ideas! )
4 (30.8%)
yes, and a new unit would be nice ( please tell me which one you want to see! Only one !! )
5 (38.5%)

Total Members Voted: 3

Voting closed: 23 October 2008, 10:16:26

Author Topic: Should we tune magic?  (Read 29365 times)

titi

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Should we tune magic?
« on: 22 October 2008, 10:16:26 »
I currently play very often with my sons and vs the cpu with the upcoming megapack v3.
Doing so we always see, that magic is really the weakest faction.
What should we do now ?
« Last Edit: 26 November 2008, 08:14:52 by titi »
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mictes

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Re: Should we tune magic?
« Reply #1 on: 22 October 2008, 10:38:38 »
I tuned the magic-faction in my mod cause I though Tech is much stronger than magic.
I added a new defense_unit (defense-obelisk) to give the magic more defense, for example. (See http://glest-action.sourceforge.net)
« Last Edit: 22 October 2008, 14:06:54 by mictes »

titi

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Re: Should we tune magic?
« Reply #2 on: 22 October 2008, 10:50:05 »
Yes, I saw this, it's a good idea! ( your link doesn't work! )
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mictes

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Re: Should we tune magic?
« Reply #3 on: 22 October 2008, 14:08:10 »
Ah sorry ^^
Here's the link:
http://glest-action.sourceforge.net/gam ... reen7.html
http://glest-action.sourceforge.net/gam3/screen6.html (from older pics of 13k)

The Obelisk rotates when shooting. It looks very cool.

titi

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Re: Should we tune magic?
« Reply #4 on: 22 October 2008, 15:11:31 »
Where can I download the unit ?   ;D

or send it to me info at titusgames.de

I want to try it ...
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Omega

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Re: Should we tune magic?
« Reply #5 on: 22 October 2008, 20:25:58 »
we've had this discussion before. Magic is for advanced players, tech is for beginners. I can beat tech easily with magic, as for indians and norsemen, I have trouble beating them as either tech or magic. A new unit would be nice though (A fast melee unit maybe...)
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modman

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Re: Should we tune magic?
« Reply #6 on: 22 October 2008, 20:55:15 »
I think that there should be another unit, but not the defence obelisk.  That's kind of lame.  It should have a really cool name and have a land-air attack fields.  It should also require some upgrade made by the Archmage Tower, or maybe just the Archmage Tower itself.  I think I like the idea of just requiring the Archmage Tower.  This is similar to the Tower of Souls requiring the Library.  Also, then you wouldn't need to make a new upgrade and an image and also think of a name for the upgrade.  The only thing is, it shouldn't be a defense obelisk because that's pretty dumb.  It's not very Magic-like and it has more of a Tech-like name.

titi

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Re: Should we tune magic?
« Reply #7 on: 23 October 2008, 08:19:31 »
What about tuning the golem a bit?
His energypower problem is really a big problem! I think he needs much more energy or even no energy limit.
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gameboy

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Re: Should we tune magic?
« Reply #8 on: 23 October 2008, 10:15:52 »
maybe we add a troll? or a shade?
i added some units in my private mod ( not released) but there are no new models, i'm to busy with my new tech tree right now.

mictes

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Re: Should we tune magic?
« Reply #9 on: 23 October 2008, 12:27:05 »
Did you saw the screenshots ? This it not magic_style ?  ::)
@Titi I'll post it soon.

verarticus

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Re: Should we tune magic?
« Reply #10 on: 23 October 2008, 22:25:17 »
ok the magic kinda is for experts but thats because I requires a lot of micro managing (which pretty much isnt possible if it lags and with the deselet glitch) so until at least the deselect glitch is fixed it does need more power. the mage dosent have enough range and having to pay about twice as much and take twice as long is annoying.(cause it goes castle->75g 1e initiate-> 75g 1e mage)

tripsahoy

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Re: Should we tune magic?
« Reply #11 on: 23 October 2008, 22:40:05 »
magic and tech are the only really excellent factions out their and if we make a new magic and call it magic then we would taint the image of magic
+ if not everyone downloads this new magic then when we are talking about it, things will get confusing

so my only ubjection is that you dont call it magic you call it something else like magic II

ZaggyDad

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Re: Should we tune magic?
« Reply #12 on: 24 October 2008, 00:19:35 »
But Titi, the Golem isn't MEANT to move a lot. It's for DEFENSE. Having the limit makes it what it is.  :evil:

M

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Re: Should we tune magic?
« Reply #13 on: 24 October 2008, 01:54:01 »
i downloaded some time ago extentions for magic it haas a fast golem called dark golem and a magic golem that has 2 differant attacks

ZaggyDad

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Re: Should we tune magic?
« Reply #14 on: 24 October 2008, 17:42:37 »
Sounds dumb. ::) The Golem is meant to be the way it is, and it shouldn't be changed. And copying units just to make versions that make them able to do new things that they normally can't are annoying, unless it's a logical addition.

M

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Re: Should we tune magic?
« Reply #15 on: 24 October 2008, 22:33:41 »
lighten up this is all make believe there is no moving golem so if someone wants a golem moving and attacking in a offence way then who cares the make believe police for make believe golem

besides all factions need one heavy offence unit and what better in size than a golem. battlemages are expendable. and there is no other heavy offence unit in magic archmage maybe but move to slow defence towers cut them down. so you have your magic worthless team i'll have mine witch i've had serveral large wars that lasted 4 to 6 hours to defeat.

ZaggyDad

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Re: Should we tune magic?
« Reply #16 on: 24 October 2008, 22:58:54 »
...Then make a NEW unit, instead of making a defense unit an offense unit. And Archmages CAN take down the Tech Defense Towers. You just need to use it's second attack. ::)

M

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Re: Should we tune magic?
« Reply #17 on: 25 October 2008, 02:25:24 »
you are talking magic against tech but about magic against magic or against indian witch has a attack type firegolem

or if you play against magic the dragons fire faster than archmages so by the time he hits a dragon with 1 shot the dragon has hit him 3 or 4 times

verarticus

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Re: Should we tune magic?
« Reply #18 on: 25 October 2008, 03:15:13 »
ok first off people say magic is stronger in later parts of a battle well I have to dissagre.

1. The dragon its good if theres not 3-4 archers around (which there usialy is more)
2. The Behemoth it in my opinion is terrible it takes 2 hits to kill a swordsman (unless your luck) and its outnumbered quickly
3. The golem it works ok exept it cant realy be mobile and its advantage is that initiates can heal it without being in to much danger. only thing is the golem is slow at attacking and not strong enough.
4. The archmage SERIOUSLY! 2 hit death and has about 4 range. (do the math)
5. The drake rider realy, realy pathetic unless only facing 1 unit at a time.

and thats about all the "strong" units magic has.
tech has the battle machine with can beat behemoth 4 to 1 and catapult is decent the war baloon thing is strong and the horseman clobers.

M

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Re: Should we tune magic?
« Reply #19 on: 25 October 2008, 04:51:12 »
now take a dragon times 6 or 7 witch i've come up against and your archers are dead. use a swift golem like the indians firegolem witch my magic faction has and tech can't stop it when there is 4 or 5 of them

gameboy

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Re: Should we tune magic?
« Reply #20 on: 25 October 2008, 06:29:12 »
Why can't we just add a troll, a really strong unit with high HP, low armor and an area effect attack?
BTW i think the dragon should be stronger and have more armor and maybe be a bit faster.

M

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Re: Should we tune magic?
« Reply #21 on: 25 October 2008, 09:43:02 »
you can change the aror and strienth and speed of any unit in the XML files I've got my dragons at a flying speed of 250 and hit strienth of 7500. Of course I've increase all of the other units some like battlemages 2500, golems 15000, archmages 5000. It makes for a harder battle to win because it is like giving all units a extra armor so they can stay in the battle longer. the origanals values the units died to fast now it is a battle of the ages

M

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Re: Should we tune magic?
« Reply #22 on: 25 October 2008, 09:46:13 »
of course you can set these values any number you want to make a chalenge and fun for yourself

modman

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Re: Should we tune magic?
« Reply #23 on: 25 October 2008, 19:35:14 »
Making defensive units instead of offensive units will be a lot easier (no move animations), and will also be a lot easier to make balenced with Tech.  This is because defensive units, for obvious reasons, are far less affected by the map played on.

M

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Re: Should we tune magic?
« Reply #24 on: 25 October 2008, 22:27:43 »
i only have 1 faction at the moment that AI tech can beat Science and only after a back and forth hitibg match. I've added a rocket tank from star ship trooper human faction and a dragon from magic extentions called ice dragon i renamed it cold dragon. Tech can most of the time beat science in time but taakes 6 or 7 waves to do the trick. Other than that it sometimes can beat magic but never the indian faction or the swift faction