Dunefolk Rework - Removed Units & Extra Units
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Re: Dunefolk Rework - Removed Units & Extra Units
Can some of the extra units maybe used for Hornshark Island? The Dunefolk still has a roster with only generic monsters. Theme-wise it would be cool to have some of the Dunefolk extra units, like a slow Falcon instead of the quick Giant Rat and a loyal Jinn replacing the Fire Guardian and the Troll Whelp.
Re: Dunefolk Rework - Removed Units & Extra Units
I am not really aware of that scenario (gnat was, but not me) but as long is that scenario is user made you are able to use them as you want since they are mainline now.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Removed Units & Extra Units
Hornshark is a mainline MP map with special start units depending on the player factions. Currently the Dunefolk faction obtains some monster units at the start, but it would be nice to make use of more thematic units.
Re: Dunefolk Rework - Removed Units & Extra Units
ok i just checked it and see what you mean.
Be my guest, choose what ever feels appropriate. are you gonna submit the changes to git?
Be my guest, choose what ever feels appropriate. are you gonna submit the changes to git?
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Removed Units & Extra Units
Hello,
thanks for all the work on the Dunefolk rework!
One small thing: As far as I can tell, I think that for all older max level units in mainline, the XP requirement for their first AMLA is 50 times their level (and 25 for level 0). Some of the new units do not follow this pattern. This has almost no effect on multiplayer balance and would be more consistent, so it would be nice if you were willing to change this.
Here is a list of all units with unusual XP I found:
New units with max level 3 that currently don't require 150 XP:
Dune Luminary
Dune Harrier
Naga Dervish
Naga Zephyr
New units with max level 2 that currently don't require 100 XP:
Jinn
Roc
Thanks again!
thanks for all the work on the Dunefolk rework!
One small thing: As far as I can tell, I think that for all older max level units in mainline, the XP requirement for their first AMLA is 50 times their level (and 25 for level 0). Some of the new units do not follow this pattern. This has almost no effect on multiplayer balance and would be more consistent, so it would be nice if you were willing to change this.
Here is a list of all units with unusual XP I found:
New units with max level 3 that currently don't require 150 XP:
Dune Luminary
Dune Harrier
Naga Dervish
Naga Zephyr
New units with max level 2 that currently don't require 100 XP:
Jinn
Roc
Thanks again!
Re: Dunefolk Rework - Removed Units & Extra Units
Fixed, thanks.Hello,
thanks for all the work on the Dunefolk rework!
One small thing: As far as I can tell, I think that for all older max level units in mainline, the XP requirement for their first AMLA is 50 times their level (and 25 for level 0). Some of the new units do not follow this pattern. This has almost no effect on multiplayer balance and would be more consistent, so it would be nice if you were willing to change this.
Here is a list of all units with unusual XP I found:
New units with max level 3 that currently don't require 150 XP:
Dune Luminary
Dune Harrier
Naga Dervish
Naga Zephyr
New units with max level 2 that currently don't require 100 XP:
Jinn
Roc
Thanks again!
Re: Dunefolk Rework - Removed Units & Extra Units
Great, thanks for the quick reaction!
Re: Dunefolk Rework - Removed Units & Extra Units
Sorry to be a nuisance again, I noticed an issue with incorrect image paths for two Dunefolk defense animations:
error display: could not open image 'units/dunefolk/luminary'
error display: could not open image 'new/scorcher+female.png'
Suggested changes:
data/core/units/dunefolk/Luminary.cfg
27c27
< {DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary" {SOUND_LIST:HUMAN_HIT} }
---
> {DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary.png" {SOUND_LIST:HUMAN_HIT} }
data/core/units/dunefolk/Scorcher.cfg
95c95
< {DEFENSE_ANIM "new/scorcher+female.png" "new/scorcher+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
---
> {DEFENSE_ANIM "units/dunefolk/scorcher+female.png" "units/dunefolk/scorcher+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
Thanks!
error display: could not open image 'units/dunefolk/luminary'
error display: could not open image 'new/scorcher+female.png'
Suggested changes:
data/core/units/dunefolk/Luminary.cfg
27c27
< {DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary" {SOUND_LIST:HUMAN_HIT} }
---
> {DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary.png" {SOUND_LIST:HUMAN_HIT} }
data/core/units/dunefolk/Scorcher.cfg
95c95
< {DEFENSE_ANIM "new/scorcher+female.png" "new/scorcher+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
---
> {DEFENSE_ANIM "units/dunefolk/scorcher+female.png" "units/dunefolk/scorcher+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
Thanks!
Re: Dunefolk Rework - Removed Units & Extra Units
I am not as familar with the new Dunefolk extra units. You are involved more in that project. Maybe you have some ideas for the Dunefolk roster. I am not sure, whether Hornshark has already been tested with the Dunefolk. The current monster unit set should be kept as backup for unknown factions (for example if you play with a non-default era).
Re: Dunefolk Rework - Removed Units & Extra Units
Sorry, but I am not familiar with Hornshack. I really couldn't give you a good answer.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Removed Units & Extra Units
Re: Dunefolk Rework - Removed Units & Extra Units
This is the current roster for Dunefolk as 1.15
stuff I worked on: Dunefolk Rework - ghype's Daily Art
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Re: Dunefolk Rework - Removed Units & Extra Units
Hi. I would like to test play some of the proposed versions. Is there an add-on that I can install that has these units to facilitate testing? Default + Dunefolk still has the old Dunefolk (1.14.12). Or is it in experimental?
Particularly I am concerned with
Dunefolk + SB + Naga / Dust Devil and combinations thereof.
Or are they installed in mainline already such that I can just simulate them by using debug summons? Thank you very much!
Particularly I am concerned with
Dunefolk + SB + Naga / Dust Devil and combinations thereof.
Or are they installed in mainline already such that I can just simulate them by using debug summons? Thank you very much!
Re: Dunefolk Rework - Removed Units & Extra Units
Nope, I mean the roster for Hornshark Island.
https://github.com/wesnoth/wesnoth/blob ... d.cfg#L437
https://github.com/wesnoth/wesnoth/blob ... d.cfg#L855
See also my post here:
Spixi wrote: ↑May 5th, 2019, 11:19 pm loyal resilient dim Young Ogre
strong resilient quick Giant Rat
loyal intelligent Troll Whelp
quick resilient Mudcrawler
loyal fearless slow Fire Guardian (fearless is unnecessary here, because it is already neutral)
mechanical loyal slow Giant Scorpion
I am afraid, that this is a little bit too strong against Undead.
Re: Dunefolk Rework - Removed Units & Extra Units
Most of the Balance changes are already implemented in the 1.15.x development versions. You can just download that and test it without further Add-Ons neededComputer_Player wrote: ↑June 5th, 2020, 8:30 am Hi. I would like to test play some of the proposed versions. Is there an add-on that I can install that has these units to facilitate testing? Default + Dunefolk still has the old Dunefolk (1.14.12). Or is it in experimental?
Particularly I am concerned with
Dunefolk + SB + Naga / Dust Devil and combinations thereof.
Or are they installed in mainline already such that I can just simulate them by using debug summons? Thank you very much!
stuff I worked on: Dunefolk Rework - ghype's Daily Art