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 29364 times)

Omega

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Re: Should we tune magic?
« Reply #25 on: 26 October 2008, 22:17:01 »
I still don't think magic should be tuned. Give it an extra unit, but don't modify the existing magic. I often play as magic and have no trouble. (Except when I play against indians, since they are overpowered)
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modman

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Re: Should we tune magic?
« Reply #26 on: 26 October 2008, 23:38:56 »
M, we don't talk about Science anymore, at least when speaking of balencing factions, since it is the general consensus that it's just a joke.  Do I need to name the reasons why?

M

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Re: Should we tune magic?
« Reply #27 on: 27 October 2008, 04:37:47 »
it is a shame because it has two nice dragons plus a thunder cloud if you add a couple things as i have to science it makes one tough faction. who cares if the buildigs aren't big enough. if you think about it none are when have you ever heard of a castle that only 2 can be in at a time either the castle needs to be a lot bigger or the people a lot smaller. so get over size and see the fun in the units and if they can be a chalenge go with it and as far as good modeling of new units none i've seen is as good as the origanals tech and magic factions. So once again make allowess and as long ass they move with some what realizum then have fun don't be so nick picky or just play the same old 2 factions over and over again boring. you need to mix things up.

ZaggyDad

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Re: Should we tune magic?
« Reply #28 on: 27 October 2008, 15:49:48 »
"Mix things up?" I'd call it messing things up. It has no new models, confusing gameplay, way too many powerful units, etc, etc. It's practically invincible! And who wants to play against something that's almost unbeatable?! ::) Or, for that matter, as it?!?

M

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Re: Should we tune magic?
« Reply #29 on: 27 October 2008, 23:25:35 »
there is 2 ways to win against science faction. 1 quick attck before the AI  can build a holagram tower to produce dragons. Second build a strong defence to withstand wave 1 and before he can build up another wave take out the holagram tower and or univerity. I've won against science lots of time they have nearly no ground defence

modman

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Re: Should we tune magic?
« Reply #30 on: 27 October 2008, 23:54:25 »
Science is not invincable, its lame.  Dark Magic can easily beat Science if you use the right strategies (Fury of the Tikis and Reapers).  Plus, you guys are missing the point of why Science is so horrible.  It's not that the models are too small, it's that the units have nothing to do with what Science should be.

Anyways, this topic is not about Science.  It's about Magic, a quality faction.  It's sad that non-quality factions can steal discussions away from the good ones like Magic.  Let's face it: If Magic were as horrible as Science, we wouldn't be discussing tuning it because nobody would care.  That and the fact that more than half of the people on these forums would not be.

M, if you like Science so much, make a new topic about Science with a poll, "Do you like Science" and make sure no is an option.  We'll see how much people really like it then.

Sorry for having to rip Science, but whoever made it should have thought harder about it if he didn't expect people to think it was a joke.  I wouldn't be ripping Science if there weren't previously stated "downsides" to Science.

M

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Re: Should we tune magic?
« Reply #31 on: 28 October 2008, 07:09:36 »
science at least spice things up dark magic is the joke a rip off of tech and magic units at least science had 2 origanal dragons and the thunder cloud i also like the ancient castle better than tech's castle. More like in fairy tail. I just say after you play tech or magic for the million time they are both boring. They say Glest isn't dead I think other wise when did anyone here come out with origanal mods no just take units from tech and magic rename them and call that new. Ya right as new as a rerun. I've had Glest for nearly 3 years and in all that time only science and indian faction have any new models and you people knock both of them for the rip off units like dark magic you go on and on when it is nothing but rehashed units from tech and magic. So face it as new models go Glest is dead

oh forgot Northsman is got origanl models but other than those 3 it is rehash rerun and rename city as far as models go. And as for the program Glest 3.12 is it 3.2 doesn't seem to ever get out of beta. So when you sum it all up a version 3.2 stuck in beta and rerun or rename models for factions I would say as far as Glest goes for anything really new stick a fork in it Glest is done

[M, you have rights to edit your own posts! - @kukac@]

M

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Re: Should we tune magic?
« Reply #32 on: 28 October 2008, 15:27:50 »
Ontopic no don't fix magic because all you people do is take the same tired models rename them and call it new. So everyone be happy with what you have because as far as anything fresh or new it isn't comming

verarticus

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Re: Should we tune magic?
« Reply #33 on: 28 October 2008, 22:23:29 »
Quote from: "M"
science at least spice things up dark magic is the joke a rip off of tech and magic units at least science had 2 origanal dragons and the thunder cloud i also like the ancient castle better than tech's castle. More like in fairy tail. I just say after you play tech or magic for the million time they are both boring. They say Glest isn't dead I think other wise when did anyone here come out with origanal mods no just take units from tech and magic rename them and call that new. Ya right as new as a rerun. I've had Glest for nearly 3 years and in all that time only science and indian faction have any new models and you people knock both of them for the rip off units like dark magic you go on and on when it is nothing but rehashed units from tech and magic. So face it as new models go Glest is dead

oh forgot Northsman is got origanl models but other than those 3 it is rehash rerun and rename city as far as models go. And as for the program Glest 3.12 is it 3.2 doesn't seem to ever get out of beta. So when you sum it all up a version 3.2 stuck in beta and rerun or rename models for factions I would say as far as Glest goes for anything really new stick a fork in it Glest is done

[M, you have rights to edit your own posts! - @kukac@]

Quote from: "M"
Ontopic no don't fix magic because all you people do is take the same tired models rename them and call it new. So everyone be happy with what you have because as far as anything fresh or new it isn't comming

ok first of if your going to diss the game you might as well stop playing and secound its not all about new units its new tech trees and differnet things like that and just because it uses the same units dosent make it any less fun to play. sure new units offer something different but reskinning and things like that also offer things like that.

modman

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Re: Should we tune magic?
« Reply #34 on: 28 October 2008, 22:47:18 »
Yes, we can make another unit.  And the point of this topic is to find out what model should be made so someone can make it.

M

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Re: Should we tune magic?
« Reply #35 on: 28 October 2008, 22:54:00 »
tell you what prove me wrong you and whoever else is working on this make lets say 5 total new units for magic and put them into a extention with instructions how to add them to magic then let each of us worrie about the ballance and witch ones we want. Have it called Magic upgraded units extentions

M

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Re: Should we tune magic?
« Reply #36 on: 28 October 2008, 22:59:42 »
and I am not saying Glest is a bad game just tired of the 2 biggest new factions being said there no good when the origanal Glest as far as program and new models has been stalled for quite awhile

modman

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Re: Should we tune magic?
« Reply #37 on: 28 October 2008, 23:48:06 »
If you read the previous posts, we're only making one unit here.

After M posted, there is no longer any dicussion of the topic.  What should the new unit be?  Defensive or offensive?

verarticus

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Re: Should we tune magic?
« Reply #38 on: 29 October 2008, 00:13:43 »
Quote from: "modman"
If you read the previous posts, we're only making one unit here.

After M posted, there is no longer any dicussion of the topic. What should the new unit be? Defensive or offensive?

I think offensive but with a higher defence.

modman

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Re: Should we tune magic?
« Reply #39 on: 29 October 2008, 00:44:07 »
I think it should be defensive because it will be easier to balance.  It will be a lot less prone to differences per map than an offensive unit, plus I think Magic could use another land-air attacker.  Magic's lack of land-air attackers is what puts is out of balance in the first place.
« Last Edit: 29 October 2008, 18:57:50 by modman »

verarticus

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Re: Should we tune magic?
« Reply #40 on: 29 October 2008, 02:24:38 »
Quote from: "modman"
I think it should be defensive because it will be easier to balance. It will be a lot less prone to differences per map than an offensive unit, plus I thing Magic could use another land-air attacker. Magic's lack of land-air attackers is what puts is out of balance in the first place.
ok your kidding right? there are about 4 units that are land-air attakers in magic and about 2 units in tech that are land-air attackers. and magic in my opinion needs an attacking unit with high defence cause the only unit with high defence seems to be the goust armour right now.

modman

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Re: Should we tune magic?
« Reply #41 on: 29 October 2008, 19:39:01 »
Fine.  Magic needs a better late-game unit.  The units they have right now are killed too easily (Archmage, Dragon).  It needs something as good as a Battle Machine or better that is land, but can attack land-air.  Something with strong armor that is somewhat quick...

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[img]http://images.elfwood.com/art/v/a/vangelis/warlock.jpg[/img]Maybe it floats on air so it doesn't need to run?

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[url=http://www.rlhdesign.net/images/]This site has a ton of ideas for new units for Magic and for other factions[/url]
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[img]http://www.rlhdesign.net/images/Ogre%20Mage.jpg[/img]Another unit.  Should have Energy Land-Air attack and super-good melee.

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[img]http://www.rlhdesign.net/images/Allip.jpg[/img]I like this one.  It could have great attack possibilities.

Tech has four land-air attackers by the way, and one is the defense tower.  Magic doesn't have any land-air defense.
« Last Edit: 12 April 2016, 17:39:41 by filux »

modman

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Re: Should we tune magic?
« Reply #42 on: 29 October 2008, 20:19:32 »
Sorry for being a little off topic, but I didn't want to make a whole new topic for just one post.

Here is some proof that Magic's golem should be called Earth Elemental.  Here is just a Google search on "earth elemental".  Here is a Google search on "golem". 

It seems to me that Earth Elemental is a more fitting name.  Golem is more of a "Hulk" type unit.  Earth Elemental describes more what the golem in Magic really is.
« Last Edit: 12 April 2016, 17:40:30 by filux »

verarticus

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Re: Should we tune magic?
« Reply #43 on: 29 October 2008, 21:31:28 »
Quote from: modman
Sorry for being a little off topic, but I didn't want to make a whole new topic for just one post.

Here is some proof that Magic's golem should be called Earth Elemental. Here is just a Google search on "earth elemental". Here is a Google search on "golem".

It seems to me that Earth Elemental is a more fitting name. Golem is more of a "Hulk" type unit. Earth Elemental describes more what the golem in Magic really is.

maybe but golem has always been rock beast to me
« Last Edit: 12 April 2016, 17:40:50 by filux »

wciow

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Re: Should we tune magic?
« Reply #44 on: 29 October 2008, 23:00:41 »
I don't really want the magic faction changed but if you must do it then the Golem would be my unit of choice to change.

Removing the ep restrictions on the golem and giving it a faster move speed would make a formidable unit. Possibly having an upgrade in the mages tower to make sure the game is balanced in the beginning.
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verarticus

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Re: Should we tune magic?
« Reply #45 on: 30 October 2008, 01:48:16 »
im my opinion magic needs to be changed because it seems there is eather swarm will a buch of weak units with no stragy what so ever or die. (don't post on needing micro management cause the deselect glith makes it impossible)

gameboy

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Re: Should we tune magic?
« Reply #46 on: 30 October 2008, 05:32:58 »
I think magic has a lot, i mean a lot of potential.

modman

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Re: Should we tune magic?
« Reply #47 on: 30 October 2008, 19:36:41 »
I was thinking of something a little more drastic.  I think there should be another path of promotion for the Initiate.  So when you have an Initiate, you can upgrade it to a Battlemage like before, but I was thinking that it could also upgrade to a beast mage.  Then I think the beast mage should be able to promote to some kind of bigger beast.

The stats of these two new units could be altered to make Magic more balenced.
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[img]http://www.rlhdesign.net/images/Gnoll.jpg[/img]The beast mage could look like this.

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[img]http://www.rlhdesign.net/images/Bugbear.jpg[/img]And this could be the bigger beast.
« Last Edit: 12 April 2016, 17:41:14 by filux »

verarticus

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Re: Should we tune magic?
« Reply #48 on: 30 October 2008, 21:28:58 »
ok the beast part dosent seem right to me but the magic fighter maybe.

modman

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Re: Should we tune magic?
« Reply #49 on: 31 October 2008, 17:35:22 »
Fine.  The Archmage promotes to this unit maybe:
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[img]http://images.elfwood.com/art/v/a/vangelis/warlock.jpg[/img]
« Last Edit: 12 April 2016, 17:42:09 by filux »