The Dark Elves

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Oreb
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Post by Oreb »

ouch!
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Doc Paterson
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Post by Doc Paterson »

Where can I find a current listing of all of the Dark Elf unit stats?

I'll let you know about that whole "balance" thing....

:)
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Neoriceisgood
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Post by Neoriceisgood »

Definetly don't try looking at the unit stats included with the "A new threat" campaign in campaign server.
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Oreb
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Post by Oreb »

instead of 9-2 for the lv 2 have 8-3 for blade

lv 3 should have 10-3

some names, Flaming Swordsman, Sword Flamer, Master Flamer,
Flame Slasher

Sorta like the shadow mage line but elf form, much better :)
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Assasin
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Post by Assasin »

CURRENT LISTING OF ALL DARK ELF STATS

movement types:

Code: Select all

[movetype]
name=defoot
	[movement_costs]
	deep_water=100
	shallow_water=2
	swamp_water=2
	grassland=1
	sand=2
	forest=2
	hills=1
	mountains=1
	village=1
	castle=1
	cave=1
	canyon=100
	cavewall=100
	tundra=2
	[/movement_costs]

	[defense]
	deep_water=80
	shallow_water=80
	swamp_water=80
	grassland=50
	sand=60
	forest=60
	hills=50
	mountains=40
	village=50
	castle=60
	cave=50
	tundra=80
	[/defense]

	[resistance]
	blade=80
	pierce=80
	impact=70
	fire=110
	cold=80
	holy=120
	[/resistance]
[/movetype]
[movetype]
name=deelusive
	[movement_costs]
	deep_water=100
	shallow_water=2
	swamp_water=2
	grassland=1
	sand=2
	forest=2
	hills=1
	mountains=1
	village=1
	castle=1
	cave=1
	canyon=100
	cavewall=100
	tundra=2
	[/movement_costs]

	[defense]
	deep_water=70
	shallow_water=60
	swamp_water=60
	grassland=40
	sand=60
	forest=30
	hills=30
	mountains=30
	village=30
	castle=30
	cave=40
	tundra=60
	[/defense]

	[resistance]
	blade=120
	pierce=120
	impact=70
	fire=110
	cold=60
	holy=120
	[/resistance]

[/movetype]
[movetype]
name=desmall
	[movement_costs]
	deep_water=100
	shallow_water=2
	swamp_water=2
	grassland=1
	sand=2
	forest=2
	hills=1
	mountains=2
	village=1
	castle=1
	cave=1
	tundra=3
	canyon=100
	cavewall=100
	[/movement_costs]

	[defense]
	deep_water=80
	shallow_water=80
	swamp_water=80
	grassland=60
	sand=70
	forest=60
	hills=50
	mountains=40
	village=50
	castle=50
	cave=50
	tundra=80
	cavewall=10
	[/defense]

	[resistance]
	blade=100
	pierce=100
	impact=100
	fire=100
	cold=100
	holy=80
	[/resistance]
	[/movetype]
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Assasin
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Post by Assasin »

Now for the units

DE Fighter:

5-5 blade
hp=30
movement_type=defoot
movement=5
exp=35
cost=15
advanceto=DE Warrior, DE Captain

DE Warrior:

6-6 blade
hp=42
movement_type=defoot
movement=5
exp=90
cost=30
advanceto=DE Corsair

DE Corsair:

7-7 blade
hp=61
movement_type=defoot
movement=5
exp=500
cost=63
advanceto=null

DE Captain:

7-4 blade
8-3 pierce
hp=38
movement_type=defoot
movement=5
exp=100
cost=37
advanceto=DE Marshal

DE Marshal:

11-4 blade
10-4 pierce
8-2 pierce(long)
hp=60
movement_type=defoot
movement=5
exp=500
cost=75
advanceto=null

DE Wizard:

8-3 cold, magical(long)
hp=30
movement_type=desmall
movement=5
exp=50
cost=18
advanceto=DE Sorcerer

DE Sorcerer:

11-3 cold, magical(long)
hitpoints=45
movement_type=desmall
movement=5
experience=90
level=2
alignment=chaotic
advanceto=Dark Elf Warlock
cost=39

DE Warlock:

14-3 cold, magical(long)
6-4, cold, drain(short)
hitpoints=71
movement_type=desmall
movement=5
experience=500
level=3
alignment=chaotic
advanceto=null
cost=80

DE Enchantress:

6-2 impact(short)
6-3 cold, magical(long)
hitpoints=30
movement_type=desmall
movement=5
experience=55
level=1
alignment=chaotic
advanceto=Dark Elf Sorceress
cost=20

DE Sorceress:

7-4 impact(short)
7-4 cold, magical(long)
hitpoints=50
movement_type=desmall
movement=5
experience=120
level=2
alignment=chaotic
advanceto=Dark Elf Cleric
cost=42
abilities=heal

DE Cleric:

9-4 impact(short)
10-4 cold, magical
hitpoints=65
movement_type=desmall
movement=5
experience=500
level=3
alignment=chaotic
advanceto=null
cost=60
abilities=cure

DE Lizard-Rider:

9-2 pierce, charge
4-3 blade
hitpoints=32
movement_type=lizard
movement=8
experience=30
level=1
alignment=chaotic
advanceto=Dark Elf Lizard-Master
cost=22

DE Lizard-Master:

12-2 pierce, charge
7-3 blade
hitpoints=48
movement_type=lizard
movement=8
experience=500
level=2
alignment=chaotic
advanceto=null
cost=35

DE Hunter:

5-2 blade(short
4-3 pierce, poison(long)
hitpoints=25
movement_type=deelusive
movement=6
ability=skirmisher
experience=35
level=1
alignment=chaotic
advanceto=Dark Elf Shadow
cost=18

DE Shadow:

10-2 blade(short)
5-4 pierce, poison(long)
hitpoints=38
movement_type=deelusive
movement=6
ability=skirmisher
experience=70
level=2
alignment=chaotic
advanceto=Dark Elf Stalker
cost=33

DE Stalker:

15-2 blade(short)
5-6 pierce, poison(long)
hitpoints=50
movement_type=deelusive
movement=6
ability=skirmisher
experience=500
level=3
alignment=chaotic
advanceto=null
cost=55
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Assasin
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Post by Assasin »

soo...are they overpowered, underpowered, or just right?
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avv
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Post by avv »

I played against AI drakes and beat their asses in 10 turns. The dark elf wizard did horrendous damage to drakes when it was night.
The dark elf warrior seems to be able to beat up everything close combat. How many attacks does he have? Five? But he is quite weak and has no ranged attack.
The lizard riders made toast of the drakes when it was night, but during day, they got killed. It's quite stupid that the only fast cavalry unit of the DE is damn expensive and often useless. But in some cases too powerful.
pigandforks
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Post by pigandforks »

my biggest problem was with the fighter and i think that rather than losing some power you could just up the price.
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JW
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Post by JW »

pigandforks wrote:my biggest problem was with the fighter and i think that rather than losing some power you could just up the price.
Just looking at the first unit - the fighter - and seeing his stats of 5-5 for 15 gold, I can tell you that 25 damage for that cheap is almost definitely imbalanced. Most level 1 units do 20 or less damage from what I've found. Gryphons do 24 (26?) but cost 24 (along with flying long distances).

Even if the price were only upped to 16 it would come closer to reasonable, and might even be so. I haven't tried this faction yet, so I can't judge balance other than the numbers, but I'm looking forward to using them: they sound really interesting!

-edit-

Upon second look the enchantress line looks a little overpowered, slightly. The lizard rider also looks like a horseman, only better.
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Elvish_Pillager
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Post by Elvish_Pillager »

Seeing those move types, I'd think that DE stands for Dwarf Elf! :shock: Those are just fast, frail, dwarves!
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Assasin
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Post by Assasin »

uggh, make up your minds. Are the frail, or do they do too much damage. Are the not expensive enough, or are they too cheap. Should I make a lvl. 3 rider? or is the lvl. 2 strong enough?
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Neoriceisgood
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Post by Neoriceisgood »

They do to much damage and are frail; Technically seen this could make them balanced;

That's how I do it, if I want an unit to do more damage for the same cost; I just remove some hitpoints; or perhaps a movement point to compensate.
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avv
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Post by avv »

Assasin wrote:uggh, make up your minds. Are the frail, or do they do too much damage. Are the not expensive enough, or are they too cheap. Should I make a lvl. 3 rider? or is the lvl. 2 strong enough?
The warrior does too much damage. He has five(!!!!) accurate attacks.
The hunter is one annoying piece of meat. You can't hit him in close combat and if you try to shoot him down, you'll get poisoned. Just like orcish assasin
Wizard has too much HP.
Enchantress is not so useful. A frail half mage half fighter, that costs 20 gold is not a good choise.
There should be third level lizard rider. It is too easy to kill the second level guy because he can't get full health by level upping. Lizard rider should be more vulnerable to shooting. And not so vulnerable to close combat. Or remove the lance. It makes the lizard rider completely useless in some cases.
And again: there should be a swimmer/flyer.
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JW
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Post by JW »

avv wrote:And again: there should be a swimmer/flyer.
I think that's debatable. I thought they were a subterranean race.

Anyway, the question, I think, is how balanced are the units in the faction as they are now.
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