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[Suggestion/Discussion/WIP] Race balancing, More Units, More Buildings

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10 years ago
Oct 5, 2014, 9:18:45 AM
I am next going to move to some simple military balancing things.



What I am going to change is basically:



Make armies bigger and funnier.

Encourage to have different kind of units in army.

Balance units with idea being that armies have Ranged, Support and Melee units.
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10 years ago
Oct 6, 2014, 2:17:04 PM
So after tampering a bit around and figuring out how things works I learned couple things:



1) Items are definetely way to go.

Basically it opens loads more possiblities to both players and modders.



2) It's easy to add different abilities to items.

You just have to add those to base items and it's set.

I haven't yet tested how this works with making difference between different materials



3) You can easily change any stats of items by just editing SimulationDescription.XML file





Anyway to main topic.



Items:



Ranged weapons



Crossbows:


Crossbows have short range
and while way stronger than normal bows shortbows are really really really slow.

Difference between heavy crossbow (titanium and that line) and light crossbow (glasssteel and that line) is that heavy crossbows has point-blank shot 2-3 while light crossbows can be used with shield.



Bows:

Bows have been spread to 2 different category:

Heavy Bows (Titanium and so on) are really slow... slowest weapon of entire game. They have range of 4 (testing 5) and deal moderate damage. They also comes with heavy defense penalty

Light Bows (Glass Steel and so on) are really fast, they have range of 2.

Normal Bows (non material bow) has range of 3 (same than units normally)



Casting Equipment



Important. Low Damage will be completly removed. To offset this casting stuff doesn't have heavy attack/damage and support units starts with lower base stats.



Basically Rods, Sceptres and Wands will be divided to 3 different category. "Black Mage" items, "White Mage" items and "Time Mage" items.



Black Mage items would have skills like life siphon, fire storm, chain lightning and so on.

White Mage items would have skills like Barkskin 3, Unleashed Potential and so on... if I figure out how healing does that too. Also I think that it's forced to have some kind of offensive effect too.

Time Mages have skills like Slow Down, Stun, Exhaustion and so on.
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10 years ago
Oct 6, 2014, 12:08:41 PM
SimulationDescription[Item].XML gives base values for each items and is relevant when editing items affecting empire.

To give abilities to items edit ItemDefinition files (incase of weapons and armors Base, in case of accessory Accessories).

Base structure how to build those are visible in accessory.
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10 years ago
Oct 6, 2014, 4:23:40 AM
Sleeping is scary, it may tell you secrets you never wanted to know.



Like this time when it just told me that: "Why do units has any other skills than their racial? What is it's purpose?"

And the more I started to think about it the more I realized that answer is really: "none"



Another thing I learned yesterday is that never ever ever give wildwalkers attack bonuses... they are just too damn good.



Basically thats why I am going to bring whole new concept:

Items has more abilities, units has only bare minimum. (like healing for Broken Lords or so on).



Good example would be bows:

For now on each unit starts with Ranged (3 tiles) without exceptions.

If unit uses Longbow he gets Long Ranged (4 tiles) but loses some damage.

If unit uses Crossbow he gets Short Ranged (2 tiles) but gets more damage.

Neither bow type gives Point-Blank Shot (really, does it have any sense that archers do more damage if they are in melee).



Or armors:

Armor type 1 (for example Titan): Would be heavy, lower ones movement down but would have huuuge amount of defense and maybe even give health regen.

Armor type 2 (for example Glasssteel): Would be light, rises one movement up, but would lack defense.



Weapons:

As it is now there is nearly none sense to use 2 handed weapons just because shields are so wonderful items.

What I want to do is to tie some basic abilities like Sweep Strike or Slayer like abilites to 2 handed weapons.

1 handed weapons would have abilities like Soul Leach, Life Leach, Soul Drain and so on.



And so on
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10 years ago
Oct 5, 2014, 7:30:49 PM
synra wrote:
A problem I see with rebalancing each race to equal points is that it assumes that each trait is actually worth its stated points. There are quite a few traits where this seems to greatly vary from reality. E.g. almost every negative trait in the game is more painful than its point value would suggest (as illustrated by corresponding positive traits having double value) -- I guess for the main races this is mostly an issue for the necrophages. Starting technology traits seem pretty pointless, and then there are a lot of 'flavour' traits where one might think "why would you even want that?" -- with regards to the vaulters: I rarely come up short on strategic resources, certainly not enough to spend 15 points, and I wouldn't spend 5 points to make my towns better when... dying? (strength of the vault). Personally, I would score those traits maybe 5 and 2, heh.



I would disagree with the "no reason to play Argent Mages" for a couple of reasons: their research potential is absurd in the late game if you are able to appropriately utilise arcana of knowledge, and the Ateshi Zealot is incredibly strong (similar potency to other ranged units + hitting multiple targets). I also noticed something a bit odd when creating custom mages, you actually only need to grab their Arcanas, the other technologies you will get regardless. I absolutely agree with the point that all these things should be grouped into a single expensive trait (+35? +40?).




First of all, thank you for feedback. You are wonderful <3



I have basically same kind of doubt when it comes to races... problem really is that to see how these points works one should have to play game through with these.



I did spend last 3-4 hours playing Necrophages with those new 89 points and I felt that it wasn't too powerful.. actually right now I have problem that I don't have any food generation at all smiley: biggrin



I feel similary about starting techonologies... those are just kind "meh, I could have got it in 2 turns anyway" things which shouldn't definetely be 10 points but more like 2-3 points.



About case Vaulters... (should thank you for bringing this up).

I'm completly confused about this race. Should it be supreme reseach race or resource race? Should it be some kind of techomage race or just some human race which is good in everything?

As it is now there clearly is focus towards resources (well they get +50% to everything if they use holy gear) BUT they also has better research traits than say Ardent Mage what is research race for some people.

It's just bit confusing so I decided that for some time I just get rid of completly that research part and focus to resources.



About Ardent Mages then:

Their Pillars are wonderful (well atleast some) and their spells are not bad either BUT that doesn't change the thing that they have 45 points used.

I had basically 2 options, lower price of spell level traits to 1 and price of pillars all to 20 and just give them 1 dust per people. Or do as I did...

I did it this way and I honestly feel that I did mistake with it.



Future plans:

You did touch to this topic so I want to talk about this quickly.

I think that this game would be better if there would be minor affinity system. Where minor affinity would give direct plan for empire to follow and also would give starting technologies and so on.



Some examples of that:

Empire focused Ardent Mage (40 trait points, AM only):

*Gets all Pillar spells at start

*Can research all Pillar spells up to level 6

*Gets only level 1 combat spells



Forest focused Wild Walkers:

*Gets +1 food and production from forest tiles

*+20% attack

*+1 visibility

*Gets tier 1 weapon research and tier 1 resource technologies at start



Or similar things... of those those 2 were just quite awful examples.

Anyway I first want to go through Units then through Buildings and then through Main Quest line... just to see how those things works, how to edit those and whether those makes any sense and what bonuses you really get.
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10 years ago
Oct 5, 2014, 6:28:09 PM
A problem I see with rebalancing each race to equal points is that it assumes that each trait is actually worth its stated points. There are quite a few traits where this seems to greatly vary from reality. E.g. almost every negative trait in the game is more painful than its point value would suggest (as illustrated by corresponding positive traits having double value) -- I guess for the main races this is mostly an issue for the necrophages. Starting technology traits seem pretty pointless, and then there are a lot of 'flavour' traits where one might think "why would you even want that?" -- with regards to the vaulters: I rarely come up short on strategic resources, certainly not enough to spend 15 points, and I wouldn't spend 5 points to make my towns better when... dying? (strength of the vault). Personally, I would score those traits maybe 5 and 2, heh.



I would disagree with the "no reason to play Argent Mages" for a couple of reasons: their research potential is absurd in the late game if you are able to appropriately utilise arcana of knowledge, and the Ateshi Zealot is incredibly strong (similar potency to other ranged units + hitting multiple targets). I also noticed something a bit odd when creating custom mages, you actually only need to grab their Arcanas, the other technologies you will get regardless. I absolutely agree with the point that all these things should be grouped into a single expensive trait (+35? +40?).
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10 years ago
Oct 5, 2014, 2:07:15 PM
Btw if you ever want to add new abilities to units edit file:

UnitBodyDefinitions.XML
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10 years ago
Oct 5, 2014, 10:07:53 AM
Base stats of units (these are stats without armors, weapons, heroes or empire modifiers)



I'll update later what skills do.



About attack & damage and defense.

First of all I want some clarification for this... I will eventually hopefully find this from xml files but if someone has already dived to these pretty please tell how this exactly works.

First both attacker and defender rolls dice based to how much their defense and attack is.



If attacker random roll is way higher than defender random roll unit deals 1.5 more damage

If attacker random roll is higher than defender random roll then unit deals it's own damage

if attacker random roll is lower than defender random roll then unit deals 50% less damage

if attacker random roll is way lower than defender random roll then unit deals 0 damage



Initiative apperantly means how quickly unit acts in combat. Movement means how much unit can move in combat. Life means maximum life unit has.



Wild Walkers:



Dekari Ranger:
Tier 0: starter unit

Role: Ranged damage dealer


Life: 60

Attack: 55

Initiative 35

Speed: 4/4

Defense: 18

Damage: 30
Long Ranged, Attack range of 4 tiles

Forest Rage, +50% attack on forest tiles

Point-Blank Power 1, +10% attack when performing close range attack

Block 1, +2 defense when attacked












Agache Shaman:

Tier 1: can be researched on 1st era

Role: Support

Life: 36

Attack: 8

Initiative 30

Speed: 4/4

Defense: 34

Damage: 14
Bark Skin 3, 15% of unit attack bonus goes to supported unit Defense as a flat modifier... (make sure what this actually means)

Low Damage 1, Lowers your attack by 25%... it can't be 75% as xml says since that would be just insane. (I am going to get rid completly of this one.. it's just stupid)

Forest Rage, +50% attack bonus on forest tiles

Slow Down, Opponent is slowed on next turn












Tenei Walker:

Tier: 2

Role: tank/melee

Life: 180

Attack: 33

Initiative 18

Speed: 4/4

Defense: 42

Damage: 40
Forest Rage, +50% attack bonus on forest tiles

Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1)














Broken Lords:




Stalwarts:



Life: 140

Attack: 27

Initiative 10

Speed: 4/4

Defense: 52

Damage: 22
Dust Care, Can be Healed with Dust

Soul Leach, Recovers 20% of life when the target attacked this turn dies

Fast 1, +1 battle movement

Infantry Slayer 1, +20% damage dealt to infantries

Block 1, +2 defense when attacked












Ryder:



Life: 108

Attack: 37

Initiative 22

Speed: 6/6

Defense: 34

Damage: 32
Dust Care, Can be Healed with Dust

Charge 1, After charging towards enemy unit 25% more damage

Lifedrain 1, Drains 2? health from enemy unit

Slow 1, -1 to maximum battle movement

Stun 1, Targeted unit won't attack next turn










Dust Bishop:



Life: 144

Attack: 6

Initiative 6

Speed: 4/4

Defense: 28

Damage: 38
Dust Care, Can be Healed with Dust

Ranged, Attack range of 3 tiles

Low Damage 1, Lowers your attack by 25%... it can't be 75% as xml says since that would be just insane. (I am going to get rid completly of this one.. it's just stupid)

Life Siphon, Drains enemy health and heals everyone around unit

Exhaustion 1, -10% defense penalty to target












Vaulters:



Marine:

Life: 68

Attack: 47

Initiative 21

Speed: 4/4

Defense: 22

Damage: 34
Technolover, +50% bonus if equipment if made from holy resource

Ranged, attack range of 3 tiles

Point-Blank Power 1, +10% attack bonus in melee

Block 1, +2 defense












Dawn Officer:

Life: 116

Attack: 27

Initiative 33

Speed: 6/6

Defense: 38

Damage: 22
Charge 1, +25% attack bonus after moving

Fast 2, +2 to battle movement speed

Technolover, +50% bonus if equipment if made from holy resource

Ranger Slayer1, +10% bonus against ranged units

Block 1, +2 defense










Titan:

Life: 156

Attack: 33

Initiative 14

Speed: 4/4

Defense: 56

Damage: 30
Defensive Impulse, Deals 50% damage to adjanced units when attacked

Slow 1, -1 movement speed on battle

Technolover, +50% bonus if equipment if made from holy resource

Infantry Slayer 1, +10% bonus against infantry units

Block 1, +2 defense in combat















Necrophages:



Forager:

Life: 100

Attack: 31

Initiative 31

Speed: 4/4

Defense: 38

Damage: 24
Disease, Target loses 10% health every turn, when target dies it spreads disease to units next to it

Disease Immunity, Immune to diseases and paratisism

Ranged Slayer 1, +10% damage bonus against ranged units

Block 1, +2 defense












Necrodrone:

Life: 124

Attack: 51

Initiative 30

Speed: 6/6

Defense: 36

Damage: 44
Disease, Target loses 10% health every turn, when target dies it spreads disease to units next to it

Disease Immunity, Immune to diseases and paratisism

Fly, unit is able to move freely on battlescreen

Sweep strike back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage












Proliferator:

Life: 52

Attack: 9

Initiative 26

Speed: 4/4

Defense: 32

Damage: 30
Disease Immunity, Immune to diseases and paratisism

Ranged, Unit is able to fire 3 tiles distance

Paratisism, Unit who dies with Parasite spawns Forager unit in the end of combat if Necrophage wins.

Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage












Arden Mages:



Telsem Warlock:


Life: 92

Attack: 51

Initiative 16

Speed: 4/4

Defense: 20

Damage: 52
Ardern Fire, Convert lost life into attack

Fast 1, Unit movement in battle is +1

Sweep strike back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
















Ateshi Zealot:


Life: 60

Attack: 55

Initiative 20

Speed: 4/4

Defense: 22

Damage: 38
Arden Fire, Convert lost life into attack

Ranged, Unit can fire up to 3 tiles

Fire Rain, Deals normal damage to target, deals 50% of that damage to units next to target

Slow Down, Can slow target down















Eneqa Wing:

Life: 132

Attack: 53

Initiative 30

Speed: 6/6

Defense: 34

Damage: 42
Arden Fire, Convert lost life into attack

Fly, Unit can move freely on battle

Revive, Will turn to egg once killed, if victorious in war will hatch.

Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
















Roving Clans:

Dervish:

Life: 100

Attack: 29

Initiative 32

Speed: 6/6

Defense: 38

Damage: 28
Charge 2, Unit gets +50% attack on first attack after moving

Fast 1, units movement speed on battle is +1

Stun, attacked unit can't act on next turn

Block 1, +2 defense
















Kassai:

Life: 92

Attack: 43

Initiative 27

Speed: 7/7

Defense: 38

Damage: 28
Ranged, Unit can fire up to 3 tiles

Fast 2, Units batlte movement speed is +2

Block 1, +2 Defense

Point-Blank Power 1, +10% attack when in melee range
















Yirmak:

Life: 108

Attack: 53

Initiative 34

Speed: 5/5

Defense: 34

Damage: 50
Fast 1, Battle movement speed +1

Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
















Drakken:



Drakkenling:

Life: 164

Attack: 25

Initiative 18

Speed: 4/4

Defense: 48

Damage: 18
Fast Learner, gains +25% exp

Fast 1, Battle movement speed +1

Block 1, +2 defense

Infantry Slayer 1, +10% damage against i nfantry












Wyvern:

Life: 100

Attack: 49

Initiative 22

Speed: 6/6

Defense: 26

Damage: 46
Fly, unit can move freely on batlte

Fast Learner, gains +25% exp

Fast 1, +1 movement speed on combat

Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage












Ancient:

Life: 132

Attack: 11

Initiative 34

Speed: 4/4

Defense: 38

Damage: 36
Fly, Unit can move freely on battle

Ranged, Unit can fire up to 3 tiles

Fast Learner, gains +25% exp

Low Damage 1, Unit deals less damage

Shared Wisdom, +1 morale to adjanced units

Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage












Cultists:



Preacher:


Life: 36

Attack: 7

Initiative 26

Speed: 4/4

Defense: 32

Damage: 18
Unleashed Potential, +10% to all target stats

Ranged, Unit can fire up to 3 tiles

Low Damage 1, Unit deals less combat damage

Slow Down, Unit can slow target down












Fanatic:


Life: 124

Attack: 35

Initiative 30

Speed: 6/6

Defense: 30

Damage: 30
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage












Nameless Guard:


Life: 84

Attack: 59

Initiative 25

Speed: 4/4

Defense: 24

Damage: 44
Ranged, Unit can fire up to 3 tiles

Point-Blank Power 1, +10% attack when in melee range

Block 1, +2 defense




























There is probably loads of mistakes then... Also I later add those traits and short description of each unit.
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10 years ago
Oct 2, 2014, 6:08:45 AM
Basically yesterday when I was watching Filthyrobots stream we started to talk how units are not spread correctly (some races starts with damn good ranged units but ends up with awful units while some races starts with really awful melee units but ends to nice units) and how there just few units there is in per race.



Still remembering what happened in Endless Space and how I did lost my will to mod any games I was quite unsure about whether I should commit at first (I mean, I have work which is quite stressful and takes 10-12 hours per day and so on).



But remembering how ES went I realized that if we as a modders don't do this it will take months to get anything done.







Anyway to cut all that crap aside.



What I am trying to make:



Basically this mod is spread to 3 steps:



1) Each and every race uses 90 points.. custom races will have 80 points.

This is fair seeing how custom race can easily be more powerful.

None base affinity is changed, I belive that they are all fine and problems what those causes comes from awful unit balance.



2) Amount of different units in armies are multiplied by either 2 or 3. (Even more if game can handle it)

This may make certain hero skills way more better (+x damage, +x% damage, +x defense, +x% defense) while lowering others (+x damage or health to hero). These needs to be balanced.

Idea is to a) make fights feel more controlled and feel bigger and b) to lower heroes way to affect to combats



Each and every race starts with both Ranged AND Tank unit.

Tank unit will have 2 task depending how player gears it, it can either be normal melee unit OR unit which is made to create zoc area around archers.

This ofcourse forces players to use more and more hold ground combat option but then again... it's best smiley: biggrin



Each race will get atleast 4 units.

Basically each race gets healer like unit, heavy dude, flier, debuffer/buffer or something... these needs to be invented for every race.





c) Buildings



For this I need loads of suggestions. I mean, I am basically thinking whether it would be possible to make cities based to produce certain things like research, units, money and so on.









Anyway I start with A as soon as I have time.
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10 years ago
Oct 5, 2014, 9:12:55 AM
Did learn funny thing... it's possible to unlock Mezari race by just editing one text to true instead of false.... Do not do that though, it crashes game.





About installing this zip file:

It should be 1 file called factions.xml. There is hopefully no chance that it can include any viruses but if you are unsure check it first.



Installing:



Unpack this file to your \Steam\SteamApps\common\Endless Legend\Public\Simulation Folder.



Uninstalling:



Remove file factions.xml from your simulation folder. Make Steam check validity of your files. It should notice eventually that you are missing 1 file and should load it.





Any and all feedback is welcomed.



If there is any bugs report those asap, I will fix those as soon as I am just able.

If you have any ideas how to fix something, tell as soon as possible. I will change it eventually.



If you hate me, don't bother to tell it... nothing I can do to that smiley: biggrin
Factions.zip
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10 years ago
Oct 3, 2014, 1:53:09 PM
Hi, I'm new here. I own two of the three current amplitude games and will own the third shortly. I have to say that I agree with most of what you've put forward here after playing endless legend for a while. I think more variety in units would be nice. I understand Amplitude's philosophy in creating this game, and while I love their game I don't think it would hurt to create a mod which goes against that philosophy. After all, mods are for fulfilling extra desires of the player base including features which may not be officially supported.



I have to add to the list of requested features here in this type of total mod you are talking about. I would say I would like to see the leveling system and skill tree revised and rebalanced for heroes. I feel like the way the skills are layed out right now does not make alot of sense progression wise.



I have some modding ability/skill and would be potentially willing to help create a mod like what you are talking about in my spare time. smiley: smile
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10 years ago
Oct 2, 2014, 5:45:50 PM
Basically thing with this list is that people can see what I am thinking and suggesting. If you see something stupid please give me feedback.



Broken Lords:

Problem with Broken Lords in the start is that too few points have been used. Also some of those points are just not well thought.

Really really really needed is:

Business Man level 3: +30% dust Basically missing this is just silly.

Also

Enterpreneur instead of Empire Mint, This would mean that instead of having to build one building to each city (and really strong early game) one should research Empire Mint asap and late game would be way stronger.

This leaves Broken Lords to 89 points which I can't fix yet... I will fix it later.





Wild Walkers:

Problem with original Wild Walkers is that they have used too few points and they are too set to forest tiles... I may later fix forest traits so that those are balanced compared to rest but right now I am just trying to get rid of all forest traits.

Industry Efficient instead of Living Towns, maybe even Food Efficient for them... reason for this is that Living Towns costs exactly as much as Industry Efficient while being way way way weaker.

Another problem right now is that best WW unit is Archer with nearly none health... I want to get rid of defense bonus for them just because they are already too weak to take hits.

Offense First instead of Way of the Woodlands... though Optimal Defense is not completly out of picture

Starting reseach:

Advanced Alloys, just to improve their early weapons even more

After this we have 75 points out from 90.

I added them Fast Travelers 2 and then Fragile Health 2 and Weak Defense



Vaulters:

Main problem with Vaulters point spend atm is that they are doing 2 things at the same time. Based to points they are the supreme research race AND the supreme luxury race.

Way I suggest that it's fixed is that we reduce their research bonuses a bit.

I suggest following:

Endless Excavation, makes sense for race who tries to abuse country anyway... and hey, it's best 10 point skill for them which I did found smiley: biggrin

Veins of Auriga, this is almost like made for them

Starting research: (I oppose this a bit)

Pit Library

Open Pit-Mine


Techonology one can research:

Deep Generator

Strenght of the Vault




Necrophages:

Necrophages is one of the more balanced race even without changing anything.

Basically only thing I don't understand for them is cheaper districts. As I understand them they are pure war like race.

Taking it out I have 25 points to even more encourage their playstyle.

So just one major change:

Big Armies (1) and Fast Movement (1) instead of Cheaper Districts

Filler:

Advance Diarchy, one of the better 5 point talents.

Later I am going to see whether I can even more encourage their warlike playing style.



Ardent Mages:

Ardent Mages are just silly right now, there is none reason to play them.

First of all, their all points go to technologies and second of all some of those techonologies are just meaningless.

What I want to do in long run is to give them more expensive trait which gives them all of those at start.

But since this is meant for quick fix I will just improve their dust generation (dust is mana used to cast spells).

First of all this ends to 92 points.

New Traits:

Dust Efficient: +1 dust per terrain... this means that they are able to start to cast spells way earlier. After this your beginning city generates 7 (with Business Man 3 it's nearly 10 dust per turn) additional dust at turn which means that you get free pillar every 4-6th turn at start.

Business Man 3: +30% dust per turn. Same reasoning than with Dust Efficient. Basically togethere these 2 means that you are way more free to cast spells.



Roving Clans:

I am not going to change Roving Clans until I have played several games with them.. as it is now it fulfills all goals I have set and it's well thought and well made.



Drakken:

Drakkens have been well thought but for diplomatic and empire orientated race they have way too little "culture" generation... that should be rised higher. Thankfully I have 15 points AND if everything goes wrong even 10 points from Empire Mint.

Sadly only trait (this has to be fixed) which produces stars is Arcana of Authority.

Then again since this is meant for quick balance fix right now I will give that to them

That leaves enough points for Naive which is almost like made for them.

So new traits:

Arcane of Authority

Naive






Cultists:

Cultists is fine if one just gets rid of Military Science.
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10 years ago
Oct 2, 2014, 5:06:10 PM
So following post contains information what traits each race has right now and what are cost of those traits and what they do.

I'll after this start to go through this races and tell how I think that these should be changed so that these would make some sense.



Broken Lords 55 pts

Dust Efficient, 25 pts, Empire, + 1 dust per terrain with dust

Empire Mint, 10 pts, starting technology, Building: +5 dust, 15% dust

Advanced Armor, 10 pts, starting technology, unlocks tier 1 armor



Wild Walkers 65 pts

Living Towns, 25 pts, Empire, +1 production for forest per turn in summer

Way of the Woodlands, 10 pts, researchable techonology, 25% defense to units in forest

Seed Storage, 10 pts, starting technology, Building: +10 food per turn in summer +15% food

Sewer System, 10 pts, starting technology, Building: +20 approval, if happy +1 star per turn



Vaulters 115 pts

Knack for knowledge, 20 pts, Empire, +1 research on terrain with research

Veins of Auriga, 15 pts, Empire, +1 resource on strategic resource deposit

Deep Generator, 15 pts, reseachable technology, Building: +10% to everything

Strenght of the Vault, 5 pts, reseachable technology, Bulding: Walls: 80 HP, +5 HP per turn -2 dust upkeep

Endless Recycling, 15 pts, reseachable technology, Building: +4 reseach per city/district level 2

Public Library, 10 pts, starting technology, Building: +10 reseach +10% reseach -1 dust per turn

Open Pit-mine, 10 pts, starting technology, opens tier 1 luxury resource improvements



Necrophages 85 pts

Agriculturally challenged, -10 pts, Empire, -1 food per terrain

Will of the Hive, 5 pts, Empire, +4 attack per war to units

Fast Epimorphosis, 10 pts, Empire, +5% health regen for units

Cellulose Mutation, 20 pts, Empire, Cheaper Districts

Cull the Herd, 10 pts, Empire, +2 food per people in cities

Pitiless, -10 pts, Empire, always in war

Cannon Fodder, 10 pts, reseachable technology, -50% unit upkeep, -20% dust upkeep? on heroes

Demanding Gods, 10 pts, reseachable technology, gives ability to sacrifice people for happiness

Alchemists Furnace, 10 pts, starting technology, gives titanium and glass steel mines at start of game

Necrodrone, 10 pts, starting technology, 2 tier 1 units, flying unit



Ardent Mages, 43 pts

Arcana of Authority, 3, reseachable technology, Stun in combat, Pillar: Stars

Arcana of Materializing, 3, reseachable technology, Damage in combat, Pillar: Dust

Arcana of Renewal, 3, reseachable technology, Healing in combat, Pillar: Food

Arcana of Matter, 8, starting technology, Defense in combat, Pillar: Science

Arcana of Agility, 8, starting technology, Attack in combat, Pillar: Movement

Dust Purifier, 2, reseachable technology, +1 level to spells

Painosphere, 2, reseachable technology, +1 level to spells

Dust Mechanics, 2, reseachable technology, +1 level to Pillars

Sacrificial Amplifiers, 2, reseachable technology, +1 level to Pillars



Roving Clans, 90 pts

Peace and Prosperity, 10 pts, Empire, research and commerical agreements free

Make Trade not War, -5 pts, Empire, cannot declare war

Mercenary Comforts, 20 pts, Empire, *2 life +1 movement to mercenaries

Insider Trading, 5 pts, Empire, Additional information on marketplace use

Cutsboth Ways, 10 pts, Empire, Receives 8% transaction fee for every transaction done by other empires

Keys to Market, 10 pts, Empire, can use market ban option, protects against market ban

Brace Yourself, -5 pts, Empire, -50% from city upkeep on winter, -25% trade income on winter

Imperial Coinage, 15 pts, starting technology, unlocks resource stockpiles on marketplace

Mercenary Market, 15 pts, starting technology, heroes and units on marketplace



Drakken, 75 pts

Well Connected, 15 pts, Empire, gives empire starting positions of every empire

Advanced Diarchy, 5 pts, Empire, empire plans are unlocked 1 era earlier, +1 free empire tier plan

Endless Excavation, 10 pts, Empire, +2 science and +3 stars on ruins

Empire Mint, 10 pts, starting technology, +5 dust +15% dust per city

Language Square, 10 pts, starting technology, Parley and Bribe on start



Cultists, 100 pts

Language Square, 10 pts, starting, Parley and Bribe on start

Military Science, 10 pts, starting, Buildings: Stronghold and Cantina

Weapons of the Enemy, 20 pts, Empire, Captured cities razed, +1 industry stockpile per people on razed city

Walls of Faith, 20 pts, Empire, 160 fortification on starting city

Conversion, 40 pts, Empire, can convert pacified camps
0Send private message
10 years ago
Oct 2, 2014, 4:11:33 PM
myrec wrote:
And there it comes... TOO COMPLICATED. If you want game with many different armies you should play something else, there are many choices. But here in Endless Legend they even said that they want to keep number of different unit low to push you to make difficult choices. And you can outfit unit with 2 different weapons so you have like 6 units for each Faction now.

And yes I agree that you should have these 2 designs at the start already. (That would make Wild Walkers have 1 ranged=bow and 1 close combat=xbow specialists at the start)

And we have heavy cavalry. Roving Clans have it. But when it moves as slow as Infantry and have HP of Infantry and dmg of Infantry... then why we call it heavy Cavalry?

Same with Vaulter's Dawn Officer. It's fast Infantry, but when it moves like Cavalry and have charge like it .... why call it fast Infantry?

I think many game developers understand that to have meaningful choices is to have real differences.




Just one question, one question only: Have you tried?



I mean it's easy to say something stupid or ridiculous but before there is anyone who has actually tried anything it's just... well...



Anyway I clearly see that you are not interested about any part of this so quess I can safely ignore you then
0Send private message
10 years ago
Oct 2, 2014, 2:51:45 PM
And there it comes... TOO COMPLICATED. If you want game with many different armies you should play something else, there are many choices. But here in Endless Legend they even said that they want to keep number of different unit low to push you to make difficult choices. And you can outfit unit with 2 different weapons so you have like 6 units for each Faction now.

And yes I agree that you should have these 2 designs at the start already. (That would make Wild Walkers have 1 ranged=bow and 1 close combat=xbow specialists at the start)

And we have heavy cavalry. Roving Clans have it. But when it moves as slow as Infantry and have HP of Infantry and dmg of Infantry... then why we call it heavy Cavalry?

Same with Vaulter's Dawn Officer. It's fast Infantry, but when it moves like Cavalry and have charge like it .... why call it fast Infantry?

I think many game developers understand that to have meaningful choices is to have real differences.
0Send private message
10 years ago
Oct 2, 2014, 2:28:57 PM
First of all, thanks for feedback...



Now then you are both correct and still bit incorrect.



As I see every single faction should have these 2 unit types from beginning:

Ranged and Infantry

With beginning I mean turn 1 so that every starting army would have 1 infantry, 1 ranged and hero.



After that of course it would be have to be balanced by race.





Also I am not really keen to follow that thought that we have just Support, Cavalry and so on...



I mean why can't we have heavy cavalry with more hitpoints and ability to carry heavier armor and then fast moving scout cavalry which could speed from one side of map to another but die instantly if somebody stares it?

Or Supports, as it is now there isn't nearly any healers and yet game supports idea of healing... why couldn't some races like Wild Walkers have healer unit? Then Necrophages could have support which would lower target unit movement and damage while dealing bit damage too.



Basically, what I want to do is to get rid of this thought that we can have just 5 type of units and instead spread it to dozens if not more.





For same reason I would like to call tier 0 infantry tank since basically it would be slow, have hitpoints and wouldn't deal that much damage.
0Send private message
10 years ago
Oct 2, 2014, 8:49:07 AM
I don't think that all factions need more units. I think that not every faction have access to all possible unit type is good. And there are like more than 4 types of units. Infantry, ranged, cavalry, support and flying. And every faction have 3 of these. Lists in order of unlocking.

Vaulters have R,C,I

Wild Walkers have R,S,I

Broken Lords have I,C,S

Necrophages have I,F,S

Arden Mages have I,R,F

Roving Clans have C,R,I

Drakken have I,F,S

Cultists have S,C,R



There are one combination two times, namely I,R,C (cause that is somehow default combination)

There are some combination missing, namely I,C,F and R,C,F and C,S,F

If roving clans or valuters get flyer instead of infantry in era 2 that would make them all different, but I think this is ok for now. There could be more factions later.



And how to fill gaps in these armies you can use Minor Factions. There are 14 (should be 16) of them, I will not write names of all only types of units. (in order of appearance in http://www.multimondes.net/Amplitude/EndlessLegend/Manuals/ThePeoplesOfAuriga.pdf)

F,I,S,R,I,I,I,C,F,S,R,I,F,I = 6xI , 2xR , 1xC, 2xS, 3xF

So when you Major faction don't have cavalry, you have to be lucky to get one.

If Minotaurs and these Ice beasts were cavalry instead of infantry than it would be 4xI,2xR,3xC,2xS,3xF

And if Urces or Silics would start to trow rocks instead of attacking melee than it would be 3xI,3xR,3xC,2xS,3xF and that's really nice close and different options. And if they add some debuffing support as 15th Minor than it will be 3xI,3xR,3xC,3xS,3xF
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