Topic: "Northmen" Tribe Page
WorldSavior![]() |
Posted at: 2017-07-02, 15:46
Okay, the upgrades could look like this: Min Attack: 8.5 Health: 30 Defense: 15 Combined with the starting values which Nordfriesee suggested, it would lead to this:
By the way, I don't like the idea of a tribe with heroes which are much stronger than atlantean heroes, if you compare that with the difference between atlantean and imperial heroes. If someone wants to change the statistics nevertheless: It's highly recommended to change evade, defence and lifepoints not at all or only slightly. Changing the attack values would be much better. In general I can tell that it makes more sense to define the values of the heroes first and then find a balance for the rookies, that's just easier Edited: 2018-01-31, 13:14
Wanted to save the world, then I got widetracked ![]() ![]() |
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king_of_nowhere![]() |
Posted at: 2017-07-02, 16:01
barbarians have more attack than anyone else, enough of it to compensate the lower evade. and if your table is correct, the new values loook fine. there is a lot of difference between attacking first or second, which is expectable because with low evade striking first matters a lot, but it seems those frisian soldiers would have precisely 50% against both barbarians and atlanteans, and 54% against empire. this is just the average between the value for starting first and the value for starting second. ![]() ![]() |
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WorldSavior![]() |
Posted at: 2017-07-02, 18:14
If they need less strikes because of the higher attack, this is true Wanted to save the world, then I got widetracked ![]() ![]() |
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Nordfriese![]() Topic Opener |
Posted at: 2017-07-02, 18:32
I tested these values with einstein´s program:
I assumed an increase of attack for Frisians of 1000 per level, because different values for min/max attack increase are not possible (as far as I know). These values look pretty good. Frisian have a clear advantage when attacking first and are disadvantaged when defending, but the difference isn´t too unbalanced. I´ll include these stats in the next review. By the way: I just noticed that the new farm model looked much better in Blender than in the game… I´ll need to work on it some more before the Frisians get their first own nice building. ![]() ![]() |
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king_of_nowhere![]() |
Posted at: 2017-07-02, 19:03
roughly half the times they kill in 4 strikes, while other tribes always need 5. it was a balance introduced a couple years ago to give barbarians a better late game, since they already have slower farms and more expensive mines and soldiers. and looking at the stats, barbarians have a better chance than imperials against frisians despite the lower evade, so they can kill with one hit less the frisians too. speaking of that, I wonder if it would be a good idea to increase the random factor in attack at higher levels. so far, the only thing mattering is whether they kill in 5 hits or in 4, and a small increase in attack or healt is either indifferent, because it does not change the number of strikes needed, or huge, because it does. with a higher random factor, a small difference would change slightly the chance of killing with one or less hits. it would make balancing more regular. ![]() ![]() |
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hessenfarmer![]() |
Posted at: 2017-07-03, 19:55
hi everybody, playtested with revision 8390 on the map "schneeschmelze" against barbarian (red) and empire (yellow). here are my (totally subjective) observations. Perhaps we need a lot of playtesting in addition to mathematics to get a rather good balance. In my opinion frisian heroes are very expensive to train and could be easily lost though they are superior in most cases. this is at least interesting to play with. (I really enjoy the new challenges they put on my somewhat preconditioned gameplay, thanks a lot nordfriese for this.) Will finish the game now and start a new one on the same map with the latest revision then. best regards hessenfarmer ![]() ![]() |
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king_of_nowhere![]() |
Posted at: 2017-07-03, 21:05
to avoid deadlocks, i suggest that quarry does not need stone.
consider though that you know how to pplay the other tribes, due to trial and error. frisians may not be as complicated once you play them a few times. ![]() ![]() |
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Ex-Member![]() |
Posted at: 2017-07-04, 10:17
I had a problem running 8390 so I tried 8392 and had the same error. After placing the initial buildings the game crashes with a corotine error, .../scripting/lua_errors.cc:22] attempt to index a nil value. As other people are running this without this error it must be something I am doing wrong. If I run the game without selecting Frisians as a tribe for any player everything works, it only fails is one or more teams is Frisian. I updated to latest trunk with no change . For information I am running on Arch linux, the data/tribes folder is in my ~/.widelands override folder. ![]() ![]() |
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Nordfriese![]() Topic Opener |
Posted at: 2017-07-04, 11:37
Thank you, hessenfarmer, for the testing! 1) I only made these "animations" to indicate activity. In longer games, they are really annoying. In those buildings that I copied from other tribes, I can just copy&paste the original animations to replace the lights; for the new buildings, I don´t really want to make nice animations as those buildings will be completely redrawn with frisian architecture anyway. What do you think of an animation like for current aqua farm and armour smithy (a coloured circle slowly rotating)? 3) Every tribe has some wares they can get deadlocked with. I once got deadlocked as barbarians with no granite when I didn´t build granite mines soon enough. Atlanteans have a spidercloth deadlock. So the deadlock possibility isn´t that dangerous – I also got granite-deadlocked during a test game and enjoyed the challenge to break the lock (it is possible, and not even very hard, so the quarry can require bricks as part of its build cost). 4) With the low evade for frisians and high evade for other tribes, the random factor is getting lost. Perhaps higher basic evade and a greater difference between min/max attack would make fights more balanced, but we shouldn´t forget that the statistical chances are important too. 5) In the thread "ideas for new tribes", it was suggested to sort all tribes into categories. Frisians would belong to "advanced tribes" to show that only advanced players should use them – I like this idea and I don´t really see the need to simplify the economy to make Frisians more suited for beginners. The reindeer farm doesn´t produce meat, only fur and workers. However, meat would be a logical by-product of fur production. This would make the aqua farm superfluous, so I´m not sure if this is desirable (I like the aqua farm better than what would be just a copy of imperial piggery). Every site that uses smoked fish can use smoked meat instead and the other way around, they are identical. I agree that heroes are expensive. Perhaps a bit too expensive. But I don´t see a way to really reduce the cost. Perhaps we could remove smoked meat/fish from soldier food cost, but I´m not sure if this wouldn´t make it too cheap. By the way, how many berry farms/fruit collectors did you build? I´m usually short of fruit. @Tinker: I never got this error and I don´t know what causes it. Could you run a debug build in gdb or a similar debugger with the --verbose option to provide a stack trace? ![]() ![]() |
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Ex-Member![]() |
Posted at: 2017-07-04, 12:24
I could if I knew how to. As an aside is this tribe based on Friesans from Friesland or the mongrel German ones? ![]() ![]() |