First and foremost, I modified my last post after you posted.
But it doesn't really address waht you posted so here goes:
the canoneer could morph into the gatling/organ gun
Yes, I actually thought of it myself before you said it. However... that would be a
new unit (like the Battlemage upgrades to the Archmage).
and at any rate the dwarves from what I have played have tons of trouble with indians and magic because of their lack of range,
Yes, every faction should have their strengths and weaknesses. Balance is important but a little slack can make it interesting too, specially if it makes the faction strong against one type of foe but weak against another. This by itself sets the dificulty level you may choose to play at. E.g.: Dwarves vs Tech = Moderate, Dwarves vs Magic = Hard.
This said, I'm far from happy with the current Dwarf faction's balance.
the canoneers weak, the bombards against buildings but the rate of fire is too slow to be against units, and the flame teams range is too short.
Again, the stats will change (I'm thinking particularly of the Cannoneer) but I'm not sure how yet (I'm testing a bit but not focusing on this right now).
The fact the Bombard is good against buildings but not so much against units I consider a good thing. However, I am considering giving it a wider splash (currently 1, might become 2) which would make it more powerful against a group of units, but don't count too much on it!
The Flame team's abilities I place somewhere in between the Battlemage and the Archmage (admitedly closer to the Battlemage) in terms of damage, range and
cost. And do remember the Dwarves gather resources much faster than the Magic.
Also, again, on 0.4, the Warrior will have a ranged attack, though quite short, about range 5 or so.
The skyship, not being ranged, will have a very powerful attack on ground-targets and will have the "protection" of the air (not so important against most ranged units but does make a difference). Coming in 0.4 too.
Finally, the Dragon slayer is a mean anti-air ranged unit. And its range is already greater than that of the Dragon or the Airship (well, if it isn't in 0.1.1 yet it will definitelly be on 0.2
). Also, I made it much weaker than it was in Gimli and that was a mistake. I'm boosting it back up on 0.2, on several levels.
I think the other option would be to have the dwarvish armor upgrades superior, for example they could have research mithril.
Now
that is a great idea!
I'm talking about the mithril.
See, the problem is our mellee units are the first ones to be produced so we can't really amke them too powerful right from the start, we must upgrade their power instead. That's why the mithril is such a good idea (the Dragonscale armour doesn't upgrade anything, just allows you to produce Dragon slayers; this upgrade will have a different impact on 0.4, and might actually be "replaced" by a new building, but won't affect other units). :thumbsup:
On the other hand, adding a new late game strong melle unit (even stronger than the Dragon slayer's mellee attack) would definitelly win my heart a lot easier. But... I still have to count the units and see if it fits, yeah; I know it takes less than a minute to do this counting but it's just not relevant to 0.2 yet.
Speaking of 0.2... what do you say about the work?
Do you want some or not?