Thank you very much, ultifd! I think I'll be crediting you on the next release as the official
beta-tester!
As well as
video-promoter!
Hey, what happened to ultifd's post? It was here just moments ago!...
MAGIC! No, I removed it.
A-ha!
Pigs: Don't fit. Waiting for...
Yeah, the goat's unwrapped and I found the perfect image to do the texture from on burningwell.com - actually, I was thinking of other colors: beige and brown, whereas the one I found is brown and black (and the patterns are different too), still have to think whether or not I'll try and recolor (but using the same "texture" and possibly repattern; I might just go with the image, it is the image of a real goat after all
).
After that, I'm pretty sure Archmage will make it move real fast ("move" the goat; "fast" the job, not the goat itself!
) if he has time.
So depending on Arch, the goats will be in either on 0.2 or 0.3.
Magitech Balance: Overpowered: Somewhat. Dwarves seem to be overpowered when you can just keep on producing "warriors"...
Interesting, had not perceived the warriors as being so powerful ... Then again, that did not seem to help you against your Magic oponent...
Still, I'll try and look at that - off the top of my head, I think I could make them more expensive (this brings up the dwarven economy up - not as simple a subject as it may seem...
).
Again, it can be overpowered, when played against the Magic faction, since the Magic faction sometimes has "problems". On this map, it didn't harvest stone and wood...so...
Yes, magic is peculiar...
They are in a way opposite to Dwarves as Magic units are quite fast and/but the faction itself needs to get on top of their oponents early in the game... Though they can be very strong later too - they are a bit tricky to play but some folks like them very much (I do!
).
Still, Dwarves gameplay is more similar to that of the Tech. Though NOT exactly the same!
Underpowered:(maybe) Too slow. (or not_) no air units. (or not) ...
To my experience, the Dwarves slowness doesn't really hurt them much, at least not in small maps. It does make them increasingly tougher on them as maps grow larger...
(I've been thinking about this for a good while now but haven't made very strong decisions on it yet). One thing is certain: I see the dwarves as having higher HP than magitech, better armor too (not entirely implemented yet, have to measure stuff carefully) and with good attacks, specially on the mellee side (this currently as much implemented as the armor, or less!). So... they must have a drawback: slowness seems to be the natural sollution, as well as somewhat lacking ranged attacks.
The skyship (air unit) should be up and running on 0.3.
Ok, a 4 player vs 4 player game done...again.
this time with 1 magic and 1 tech on each team, and 2 dwarves on each team.
I'm also a dwarve. Outcome: I lose.
Sorry to ear that.
[URL=http://img87.imageshack.us/i/ss4nn.jpg/][IMG]http://img87.imageshack.us/img87/2859/ss4nn.jpg[/img][/URL]
I guess I'll try and mimic that... Problem is I haven't really played with megaglest yet. I have issues with the installation. It runs alright but it's the folders/files perimissions and the way I usually work around them (the way I do it for vanilla Glest, GAE and even the Nihilrilian mod does not work with Megaglest and I didn't get the time to look at it better yet).
Still, once I get my megaglest sorted out, I'll do a game with the setup you did (maybe also the first game you did).
One thing we do differently is that you always play with regualr CPU's on both teams, I usually use Ultras for both my allies and oponents. Maybe you could try that?
It will be easier for me to test the regular CPU behaviour with the maps and setups I usually do but just replacing the CPU levels.
Videos:
My massive home base massacred...
My Dwarves ally's base massacred...
We need a video where the Dwarves massacre another faction's base!
A Battle.
Oh yeah... a nice pack of dwarves roaring about with their battleaxes and warhammers! Always a great sight!
Throw in some outriders spearing away and you get an even more acute epic feeling!
Featuring the Outriders.
Yep, they are cool (even if in the current release severely in need of some anim (and even model) rework! It's on the way!
About their stats, they are one of the units I'm currently more satisfied with.
Good Luck, and thanks.
Thank
you!
I just thought of something that probably would have been more helpful a couple days ago, but here goes.
4. The outrider carrying a battleaxe (though it would apparently look awesome would simply NOT work ingame! Why? Simply because the rider can not use it along the side of the rhinox (that's what you were thinking of, hey wyvern?). In Glest, the attack is ALWAYS struck to the front of the unit (NEVER to the sides, back, or whatever). Can you imagine the rider leaning almost impossibly forward to strike a blow with his axe AHEAD of the rhinox's head?
I think you could actually have him attack with a short-range melee weapon like an axe and still have it look good if you rotate the model so that the mount is pointed toward the left (assuming the dwarf is right-handed), and the rider pivots in his seat to face forward. This is my interpretation of what this might look like from a top-down view:
[URL=http://img16.imageshack.us/i/outriderfacing.png/][IMG]http://img16.imageshack.us/img16/4537/outriderfacing.png[/img][/URL]
A flail would also work because of the long reach, and I don't think any other mods have anybody using a flail, so it would be unique.
Wow, that is a great idea and an awesome job at explaining it!
And it would be very cool!
Still, I already got a pretty good idea for animating the halberd Archmage added to the outrider. It will be... good!
In a way, the animation I plan on doing with the halberd is not so different from that you'd do with a flail...5. The rhinox has THREE HUGE HORNS on its head (and they got to be and can get to be even bigger again)!!!! WTH would you want to give it any other weapon for a range 1 attack?!?!?!?!?!?!?!? THAT is the Outrider's perfect range 1 weapon!
You could go with the Forest Marauder approach from Woodsmen. It's the moose-riding unit, and it has a trample attack that does a lot of crushing damage but depletes the units EP, while the usual attack is just a regular axe attack that doesn't cost EP.
Yes, that is planned and discussed here:
Sorry but I got another thought, what if the rhinox could have a charge skill with it's horns, It could be ep based and recharge whenever the outrider moves, set ep requirements in the negatives for movement.
Yes, it is a good idea. I'd thought of that too, a charge attack much similar to the one the Indians bull has.
Still, adding one more attack will rise balancing problems (nothing major but they will arise) so before doing any such thing I'll have to have the time to consider the implications.
And there's still a lot to fix on what is done already before I go into that.
But thanks for the feedback!
EDIT: Man, I
reallyshould preview my posts everytime before posting!