Topic: Lutas' Atlanteans

OIPUN
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Posted at: 2025-04-15, 11:23 UTC+2.0

no gold


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Snímek obrazovky 2025-04-15 no gold.png

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hessenfarmer
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Posted at: 2025-04-15, 13:43 UTC+2.0

from a first glance the values look good to me. They are in a good range for the heroes and are more balanced for an untrained soldier. (these are the only 2 states which we normally take into account for balancing)
With the more balanced values for an untrained soldier, it might be considerable to increase the starting amount of Lutas's atlanteans soldiers a bit as the reduced amount in the starting conditions was to compensate for the advantage of an untrained soldier of Satul's atlanteans.


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OIPUN
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Posted at: 2025-04-15, 17:58 UTC+2.0

hessenfarmer wrote

With the more balanced values for an untrained soldier, it might be considerable to increase the starting amount of Lutas's atlanteans soldiers a bit as the reduced amount in the starting conditions was to compensate for the advantage of an untrained soldier of Satul's atlanteans.

Yes, I had the same idea. I will try to play few games in the next few days to see how the setting works. Maybe 40 should be fine? They should have a cheap first level health training and still should be the strongest soldiers among all basic soldiers.


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hessenfarmer
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Posted at: 2025-04-15, 21:19 UTC+2.0

OIPUN wrote

Yes, I had the same idea. I will try to play few games in the next few days to see how the setting works. Maybe 40 should be fine? They should have a cheap first level health training and still should be the strongest soldiers among all basic soldiers.

40 sounds reasonable


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OIPUN
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Posted at: 2025-04-18, 18:59 UTC+2.0

I uploaded an updated version 1.0.1. There is a new more balanced soldier, his strength should be approximately on the same level as strength of a standard Atlantean soldier (this change is related to point 7 in my first post) and woodcutter is only 3 seconds faster now (change related to point 2 in my first post). As the changes in the tribe economy are rather small, it should be as well balanced as the original tribe is. I tried few games and everything was fine.


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OIPUN
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Posted at: 2025-04-20, 23:29 UTC+2.0

I should probably turn this tribe modification into a completely new tribe. What do you think? At first, I didn't want to copy all the Atlantean data into a new add-on, but it would be great, if it was possible to play both Atlantean tribes against each other. Is there any other option than copying all the data? It would be much better, if an add-on like this could make it automatically. If it was possible to say, duplicate this tribe and the changes in this add-on apply only to this one copy.


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Teayo
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Posted at: 2025-04-20, 23:56 UTC+2.0

OIPUN wrote

I should probably turn this tribe modification into a completely new tribe . What do you think ?

+1 ... 100% ... 1000% ! Do it ! You go the same Way that i go with the Empire aka Romans Tribe. Unfortually i didn't release it yet.


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Nordfriese
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Posted at: Yesterday 11:33 UTC+2.0

+1 for making this a new tribe.

All tribe definitions will need to be duplicated and bundled with the add-on; there is no way to do that automatically; and workers and buildings1 cannot belong to more than one tribe.

Since all units are defined via Lua files, it might be possible to use meta-programming to generate them on the fly at runtime. I.e. you would load the *.lua files into memory as text, parse them in code and exchange the names as appropriate and then evaluate the modified content. I'm not 100% sure if this is possible (Widelands Lua is sandboxed for security reasons, and file I/O in particular is restricted), although if you want to make the extra effort to try this it could be very helpful for an add-on with such relatively small modifications to an official tribe.


  1. Except for the constructionsite and dismantlesite, which belong to all tribes and are special-cased in code. 


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