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 29366 times)

verarticus

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Re: Should we tune magic?
« Reply #75 on: 8 November 2008, 12:44:38 »
Quote from: "omega"
Yeah, but that would have to be land AND air then.
Quote from: "modman"
No it wouldn't. It you set the fields of the attack in the attack skill and the particle proj has nothing to do with the fields.

he means so it would actualy be somewhat real and not have people going "WHAT! ITS GOING RIGHT THROUGH THE GUYS ON THE GROUND!"    -_-

modman

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Re: Should we tune magic?
« Reply #76 on: 8 November 2008, 19:22:18 »
OK, then.  If the Golem could attack guys on the ground too, then the attack has to require the Library.

A CPU won't even use the "sonic smash" attack unless it's fighting air units anyways.

verarticus

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Re: Should we tune magic?
« Reply #77 on: 9 November 2008, 01:35:06 »
Quote from: "modman"
OK, then. If the Golem could attack guys on the ground too, then the attack has to require the Library.

A CPU won't even use the "sonic smash" attack unless it's fighting air units anyways.

If you set it for both land and air sometimes it will. (but not very often)

modman

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Re: Should we tune magic?
« Reply #78 on: 9 November 2008, 05:26:59 »
Note: the sonic smash thing is supposed to be "seismic smash.

And CPUs never use the secondary attack unless that's the attack theyre still on.  (Scenario: And Archmage just finished killing an Ornthopter and is now going for a Swordsman.)

verarticus

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Re: Should we tune magic?
« Reply #79 on: 10 November 2008, 05:00:15 »
Quote from: "modman"
Note: the sonic smash thing is supposed to be "seismic smash.

And CPUs never use the secondary attack unless that's the attack theyre still on. (Scenario: And Archmage just finished killing an Ornthopter and is now going for a Swordsman.)

Then explain to me why the battle machines sometimes fire their arrow attacks at me  -_-

modman

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Re: Should we tune magic?
« Reply #80 on: 10 November 2008, 05:14:43 »
That's because it's a ranged secondary attack.  The normal attack has one range.
But you don't have to worry about that with a Golem because both attacks would be ranged.

Omega

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Re: Should we tune magic?
« Reply #81 on: 16 November 2008, 22:07:17 »
You meen to say, that a unit can use a secondary attack if its ranged, as long as their normal attack is melee?

Can you explain this, cause I'm still figering out how it works...?
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modman

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Re: Should we tune magic?
« Reply #82 on: 17 November 2008, 01:30:37 »
The battlemachine uses its arrows because unless units are right next to it, it cannot reach them.  It doesn't happen very often...In fact, I cannot remember the last time it did.

osiris

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Re: Should we tune magic?
« Reply #83 on: 23 November 2008, 22:28:31 »
all right i have 2 ideas.

the first one is a ground attack option for golem called earthquake that hits the area directly around it, good if the golem is surrounded.

the second one is the new unit(s) idea which goes: daemon-->  daemon fire wielder (high hp/ep magic guy w/ strong attacks)
.....................................................................\
..................................................................... kobold (fast, strong melee unit)

hailstone

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Re: Should we tune magic?
« Reply #84 on: 24 November 2008, 10:00:48 »
what about initiates being able to regenerate golem's ep?
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gameboy

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Re: Should we tune magic?
« Reply #85 on: 24 November 2008, 10:37:25 »
how does that happen?

hailstone

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Re: Should we tune magic?
« Reply #86 on: 24 November 2008, 10:56:58 »
Initiates can currently repair golems so it would essentially be the same for ep.
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verarticus

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Re: Should we tune magic?
« Reply #87 on: 24 November 2008, 13:43:50 »
as long as the golems not moving -_-

hailstone

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Re: Should we tune magic?
« Reply #88 on: 25 November 2008, 22:24:29 »
I don't see why not. They follow when golem is moving.
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verarticus

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Re: Should we tune magic?
« Reply #89 on: 26 November 2008, 04:40:46 »
Quote from: "hailstone"
I don't see why not. They follow when golem is moving.
thye don't for me they just quit if he takes one step.

titi

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Re: Should we tune magic?
« Reply #90 on: 26 November 2008, 08:13:48 »
I have added a new upgrade "golem power" now.
If it is activated, golems can can morph to "power golems" for very low costs.
These power golems don't have the EP limit any more.

You can try this in the megapack_v3 which I will release the next days.
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modman

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Re: Should we tune magic?
« Reply #91 on: 14 December 2008, 03:03:51 »
I've figured out why Magic always loses to Tech: In Tech, every single military unit has a "partner" unit so that the two balance out each-others' weaknesses.  Both are generally available at the same time and are about the same move speed.  For example Ornithopter and Battlemachine work well together.

verarticus

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Re: Should we tune magic?
« Reply #92 on: 14 December 2008, 04:57:07 »
Quote from: "modman"
I've figured out why Magic always loses to Tech: In Tech, every single military unit has a "partner" unit so that the two balance out each-others' weaknesses. Both are generally available at the same time and are about the same move speed. For example Ornithopter and Battlemachine work well together.

You know I think thats right cause the techs first if archer-swordman and the first magic is battlemage-deamon now tell me which is better...The tech balance each other and dont freindly kill while the magic dosen't realy ballance each other and loads of freindly kill.

modman

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Re: Should we tune magic?
« Reply #93 on: 14 December 2008, 22:28:32 »
Yes, and the problem is the Behemoth.  No unit pairs well with it.  The Battlemage would, but it is way to fast and is available too early in the tech tree.  I propose a unit that would be either made through the Initiate's ritual or is summoned by the Summoner.  It would have to require the Archmage Tower.  It would be one tile radius and be the same move speed as a Behemoth.  The Archmage doesn't work for this because the Behemoth is always killed by the splash.

verarticus

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Re: Should we tune magic?
« Reply #94 on: 15 December 2008, 00:48:30 »
It just seems to me that almost ALL of magic is range excluding guost armour and behemoth (deamon to weak no count!!!! X D ) so they miss every attack untill they ar being hit which pretty much make the whole range thing useless...exept in Gae where always hit then they strong o.o;  so there needs to be better close range units...in my opinion cause then the range units whould have a stationary target for more than 3 secounds before all the close range dies.

heres an idea. how about a strong magic unit with lots of heath and a good defence against ENERGY and slashing or whatever. Then it could be used to be a strong frontal attacker without much worry of freindly kill and would make range units in magic strong because of that.

modman

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Re: Should we tune magic?
« Reply #95 on: 16 December 2008, 03:53:15 »
The armor types wood and metal are best against those attacks, so there's an idea...

Omega

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Re: Should we tune magic?
« Reply #96 on: 16 December 2008, 15:23:56 »
I think that the magic seems weaker because of the work that is required to make the lowly battlemage. Think of it, is it easier to build a barracks and produce archers for life or have to make a new initiate for every battlemage. Then if you want an archmage, you gotta morph again. Of course, that's why magic is an advanced faction. The other problem is that the units such as the behemoth have horrible movement due mainly to their size. Glest has trouble navigating larger units.

Quote from: "modman"
I've figured out why Magic always loses to Tech.
Magic doesn't always lose to tech if the player is good enough. A recent game of mine had me building up a golem and battlemage defense, then sending a wave of archmages and dragons at the foe right after the attack. Utter pawnage!
I still think that the game is balanced, there's just those annoying bugs like missing lots, and the fact it is harder to play magic if you do not know how.
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verarticus

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Re: Should we tune magic?
« Reply #97 on: 16 December 2008, 21:05:55 »
Quote from: "omega"
I think that the magic seems weaker because of the work that is required to make the lowly battlemage. Think of it, is it easier to build a barracks and produce archers for life or have to make a new initiate for every battlemage. Then if you want an archmage, you gotta morph again. Of course, that's why magic is an advanced faction. The other problem is that the units such as the behemoth have horrible movement due mainly to their size. Glest has trouble navigating larger units.

Quote from: "modman"
I've figured out why Magic always loses to Tech.
Magic doesn't always lose to tech if the player is good enough. A recent game of mine had me building up a golem and battlemage defense, then sending a wave of archmages and dragons at the foe right after the attack. Utter pawnage!
I still think that the game is balanced, there's just those annoying bugs like missing lots, and the fact it is harder to play magic if you do not know how.

The magic word here is DRAGON -_- of coarse with a lot of dragons you can win (archmages maybe...) cause dragons dodge about 60% of the units that dont have an air attack and dragons have splash too.

modman

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Re: Should we tune magic?
« Reply #98 on: 17 December 2008, 01:15:37 »
We're not talking about gameplay strategies here.  There's plenty of that other places.  This is about how we can improve Magic by making it more balanced.

I propose a new land unit that is one tile in radius that requires the upgrade Hellgate to make it.  This is because I think Hellgate is pretty pointless-- all it is for is the dumb Behemoth.  By dumb I mean that it really is not a helpful unit to get and it really screws up the CPU because the Behemoth almost always dies in an about-even battle.

In Dark Magic, I did it right.  The Reaper you can get at the exact same time as the Tartaro.  (If you don't know, the Tartaro is similar to the Behemoth in several key ways)  The two pair together very well.  The reaper has no splash on its attack, so the Tartaro is not killed.  And both require the Seething of the Blazes upgrade to be researched.  The two are also about the same move speed.  The two together are a deadly combo because the melee will all crowd around the Tartaros while the Reapers pick them off from behind.

This is very similar to what I propose for Magic.  Keep in mind that it needs to require Hellgate and probably the Archmage Tower because they need to be acquired simultaneously and the Behemoth has to promote from the Wicker Behemoth.

modman

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Re: Should we tune magic?
« Reply #99 on: 17 December 2008, 02:01:23 »
I thought of something!  How about a shapeshifter?  Too bad Tucho isn't here, he'd probably have a great idea on what it should look like.

It wouldn't really shapeshift, it would just morph from one thing to another.  It could be unit A with properties propA and the same with a second and maybe even a third unit, if you want to make it complicated.  I have no idea what the units would look like though.