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Posts from Clan Wars – new faction mechanics.

5.0 (1 rating)
In reply to DirtyLiar
6 years ago
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DirtyLiar
The word "synergy" is probably a very trendy word, judging by the fact that you used it.
There's no synergy here. It doesn't smell like anything good...

Let me explain:
1. Cursed enemies are needed for breaking through defenses. So, there's a good stack guarding something, and what do you do if you haven't killed enough of them yet? NOTHING. Your "synergy" doesn't work. If you have killed enough, then – ho-ho-ho, go to the city to change your cursed enemies. Powerful. Then come back and kill.
2. You couldn't generate creatures of the same faction as the enemy on the map. You didn't kill enough for the double growth. You didn't enter the city and set up the necessary cursed enemies. The racial skill doesn't work. What kind of synergy are you talking about?

Um, I don't understand what you're getting at. Do you not like how I used the word "synergy"?
- If fewer than double the required number of enemies are killed, the "scouts" will highlight where you can find more to reach the cursed enemy threshold;
- If more than double the required number of enemies are killed, the "scouts" will highlight those that can be attacked with bonus damage.
Synergy? – it's synergy. Maybe it's not as big as you'd like. Well, then you should have just said so, and at the same time, offered your own options.

It's great that you "explained" everything to me, although I already knew how "cursed enemy" works. But what I don't understand is why "my synergy" should "work" specifically in the examples you provided.
In reply to PaintingTs
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6 years ago
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PaintingTs
Clan Wars v1.3
* The use of Rune Magic is now limited to 10 resources of each type per battle.
The cost of using some runes has been changed.
This is a great solution that instantly balances the Dwarves in the final battles. However, 10 is a bit too much; I would make it exactly 7, but the principle itself is very good.
UPDATE: Although I looked at the price adjustments for the runes, with the new prices, 10 is the most reasonable.
In reply to PaintingTs
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6 years ago
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PaintingTs
Um, I don't understand what you're getting at. Do you not like how I used the word "synergy"?
- If fewer than double the usual amount are killed, the "scouts" will highlight where you can find more before encountering your sworn enemy;
Read your own post in the thread's header. Dark on light:
PaintingTs
A ranger hero at the beginning of the day discovers neutral armies on the map within a certain radius of himself, if he has already fought similar creatures (as part of neutral armies).
So, if "he hasn't fought them, but needs to"? Are we just going to sit here and do nothing? What kind of synergy is that?
PaintingTs
If more than double the usual amount are killed, the "scouts" will highlight those you can attack with bonus damage.
Great, they'll highlight them. But why bother? I already know who I've set as my sworn enemy. I just need to find those I haven't, simply because I couldn't find them on the map.
PaintingTs
Synergy? - It's synergy. Maybe it's not as big as you'd like? Then you should have just said so and offered your own suggestions.
It's not synergy at all. And you can find suggestions in the neighboring thread (WGE mod).
PaintingTs
It's great that you "explained" everything to me, although I already knew how "sworn enemy" works. What I don't understand is why "my synergy" should "work" specifically in the examples you provided.
Even after my explanations, you still don't understand how the racial Union works (or rather, how it doesn't work). There can be no synergy on a non-functioning skill.
In reply to DirtyLiar
6 years ago
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DirtyLiar
...

I apologize, but I don't want to engage in an argument with you in this thread. Your aggressive communication style won't lead to any constructive outcome.

Yes, "Sworn Enemy" doesn't work as a mechanic for dealing extra damage. The "scout" mechanic is designed to, at least, justify taking a developed/expert Avenger early in the game and building the guild early: besides revealing the stack itself, you can also see what it's guarding. As a bonus, there's a small synergy that I mentioned above.
DirtyLiar
Where can I find those that I didn't place simply because I couldn't find them on the map?
Isn't it strange to blame me for the fact that my mod doesn't fulfill your wishes?

"Sworn Enemy" isn't just a simple +damage%, so you can designate any creature as an enemy at will. There's a factor of randomness here. By the way, don't be lazy and calculate the probability that, among the 25 neutral creatures seen on the map, there won't be a single creature of the same Faction as the opponent (hint: 3.5%).

"Sworn Enemy" is a situational skill, not a "non-working" one. You first find creatures of the opponent's Faction on the map, and then, if you find them, you gather a "rain of Berserkers" (a wall of fire, or anything else) and deal damage to 2-3 stacks with a 40% bonus. If you don't find them, you focus on developing something else.

Added 7 minutes later
Nargott
Very cool solution that instantly balances the Dwarves in the late game. Only 10 is a bit too much; I would make it exactly 7, but the principle itself is very good.
UPDATE: Although I looked at the price changes for the runes, with the new prices, 10 is the most reasonable.

Thank you, implementing this in the scripts gave me a headache, and I think bugs will still pop up :\
In reply to PaintingTs
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6 years ago
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PaintingTs
Please excuse me, but I don't want to start an argument with you in this thread. Your aggressive way of conducting a dialogue will not lead to any constructive outcome.
This is your personal opinion. Aggression - no. Some pressure - yes. Nothing more. And we will find a constructive solution, I assure you.
PaintingTs
Yes, "Sworn Enemy" doesn't work as a mechanic for dealing extra damage. The mechanic with "scouts" is designed to somehow justify taking a developed/expert avenger early in the game and building the guild early: in addition to detecting the stack itself, you can also see what it is guarding. As a bonus, there is a small synergy that I wrote about above.
Finally, you heard me.
Yes, Sworn Enemy doesn't work for dealing extra damage. Which is more than strange, because the other racial abilities (well, maybe the mage mini-artifacts are a bit slow to start) work perfectly.
I'll repeat once again: Synergy is when something interacts with something else and produces an additional bonus.
When something interacts with nothing, it's not a bonus. A bonus multiplied by zero gives zero, not a bonus.
PaintingTs
It's strange to blame me for the fact that my mod doesn't fulfill your wishes, don't you think?
I don't think so. I know a lot about the word "blame" because I was born in the USSR and I know the 90s firsthand. And I'm not talking about "my wishes," but about your statements about the mythical synergy.
PaintingTs
"Sworn Enemy" is not just a simple +damage%, so you can assign any creature as an enemy at will. There is a factor of randomness here. By the way, don't be lazy and calculate what the probability is that among the 25 neutral creatures seen on the map, there will not be a single creature of the same faction as the opponent (hint - 3.5%).
I'm lazy. But you can calculate it, right?
So calculate what the probability is of encountering a Wyvern (the opponent took Shaka-Kar and bet on a Wyvern stack), given that the first 1-3 tiers are found much more often than the 6th.
And if the opponent bet on "Mass Curse," then the chances of Cyclops are very small, right?
PaintingTs
"Sworn Enemy" is a situational skill, not a "non-working" one. You first find creatures of the opponent's faction on the map, and then, if you find them, you gather a "rain of berserkers" (a wall of fire, anything else) and deal damage to 2-3 stacks with a 40% bonus. If you don't find them, you level up something else.
Very original, isn't it? If you don't find them, you don't level up the racial skill. Which is a priori available to all heroes of the faction.
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6 years ago
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Yes, it’s an interesting mod. I somehow missed it. I should try it out.
6 years ago
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One of the things in the game that I would like to address with this mod is the imbalance in the usefulness of hiring archers and creatures with high initiative compared to slow, low-initiative creatures, especially in the early game. At the same time, I want to make targeted adjustments rather than completely overhaul the vanilla game's "balance." I also don't want to equalize the initiative of all creatures. Since I'm not very good at "balancing," I would be glad to hear advice and suggestions from experienced players and modders. Here are some initial ideas. Please comment on them. Academy: Strengthen basic golems, possibly slightly weaken basic mages, to reduce the temptation to skip the former in favor of the latter. For example: Iron Golem - dmg 4-6 (+1+1), Mage - ini 9 (-1), att 8 (-2), def 8 (-2). Steel Golem - ini 8 (+1), Archmage - ini 9 (-1), att 8 (-2), def 8 (-2). Dungeon: Debuff both tiers of beasts, for example, -2 initiative or -1 speed (how else can I debuff them?). Buff basic Minotaurs in damage (4-8) and +1 initiative; the first tier inherits these changes and seems good already; for the second tier, damage 5-9 and something else (I want to leave the "vanilla" aura). Haven: I want to give the entire second tier -1 initiative, plus reduce the archer's damage to 2-6; in return, give the swordsman upgrades +1 min +1 max dmg. I don't want to give the Swordsman damage higher than the Orcish Warrior, so +2 hp, +1 attack for aesthetics. For Orcs and Dwarfs, everything seems fine. For the second tier of Necromancers and Demons, I'm not sure yet if anything needs to be done (other than the necessary buff for Fire Demons). If you have any ideas about which other creatures could be made more (or less) useful, please share them. P.S. Can anyone also tell me how to recalculate the Power Rating of creatures after changing their stats? P.P.S. The next step is to work on "Diplomacy." I have an idea to calculate the total Power Rating of all attached creatures and display it to all players. This will allow, for example, in Multiplayer, not to completely prohibit "Diplomacy," but to limit the total strength of the attached creatures (depending on the week or overall). And if someone exceeds the limit, it will be a violation of the rules, which the opponent will immediately know about. What do you think about this?
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6 years ago
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To enhance slow, low-initiative creatures, it is obvious that one should focus on their strengths – improving their physical attributes, that is, damage and survivability. Ideally, low-initiative creatures should easily defeat high-initiative creatures in a head-on confrontation, so that the balance is not skewed in favor of high-initiative creatures.
5 years ago
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to devils, fire demons, and demonesses, I mainly gave fire resistance, but I didn't give it to fire horses (which are completely covered in fire and deal fire damage) (((
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5 years ago
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Dear author, could you please tell me how you managed to change the magic schools in the cities? I've been searching through "Spells," "RPGStats," and the city-related tab, but I haven't found anything similar.
In reply to Евгений Легин
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5 years ago
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Evgeny Legen
Dear author, could you please tell me how you managed to change the magic schools in the cities? I've been searching through "Spells," "RPGStats," and the city settings, but I couldn't find anything similar.😅

You're probably asking about this:
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5 years ago
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Yes, that’s exactly what I meant, thank you.
3 years ago
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A mod that replaces Berserkers with Valkyries in the Dwarf Fortress.
Fortress-Valkyries-Visual is just a visual mod; it does not change the unit stats.

Materials from Hannik's and Sylan's mods (New Fortress) were used.

In the future, we plan to implement Valkyries into Clan Wars, already with adjusted stats/abilities.

Attachment 69945Attachment 69946Attachment 69947Attachment 69948

Mod files (for the Russian version, use both files):
Attachment 69949
Attachment 69944

In reply to PaintingTs
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3 years ago
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PaintingTs

A mod that replaces Berserkers with Valkyries in the Dwarf Fortress.
Fortress-Valkyries-Visual is just a visual mod; it does not change the units' stats.

Materials from Hannik’s and Sylan’s mods (New Fortress) were used.

In the future, we plan to implement Valkyries into Clan Wars, already with adjusted stats/abilities.

Attachment 69945Attachment 69946Attachment 69947Attachment 69948

Mod files (for the Russian version, use both files):
Attachment 69949
Attachment 69944


Check your PM.

1 year ago
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Clan Wars v2.0

A mod revamp. This version is compatible with both the vanilla v3.1 and Universe v1.3.

 

Mod Features:

  1. Clan Feuds:
  • At the start of the game, only one of the creature tiers is available (player's choice).
  • Both tiers can be unlocked using the "Town Transformation" ability.
  • Using two tiers of the same Faction in a hero's army incurs a penalty (see PDF document).

 

  1. Town Transformation: a level 10 or higher hero can convert a captured town into their own Faction, or rebuild a town of their own Faction - in this case, both creature tiers are unlocked, and the Guild of Mages is rebuilt.

 

  1. Special Paths: taking certain skills by a hero leads to a redistribution of primary stats - strengthening some of the hero's parameters at the expense of weakening others. With "Special Paths," you can enhance the combat abilities of mages or the magical powers of fighters.

 

  1. Adventure Map Spells:
  • "Call Reinforcements" is available from level 8 and costs 15% of movement points.
  • "Dark Ritual" costs only 25% of movement points on the first and last day of the week.

 

  1. The use of Rune Magic in PvP and sieges is limited to 10 resources of each type per battle. The cost of applying the following runes is doubled (compared to 3.1): Rune of Energy, Rune of Resurrection, Rune of Battle Fury. The price of the remaining runes is the same as in 3.1.

 

  1. Inferno Sacrifice Pit: provides triple experience. Additionally, the first sacrifice made by a hero grants 1666 experience points.
  2. Creatures:
  • Valkyries - a tier 4 unit for the Northern Clans, replacing Berserkers.
  • Some tier 1 units of Inferno have gained fire resistance.
  • Rune Priests are no longer immune to fire, but have resistance to all elements.
and other minor changes

More detailed description + Instructions

Download link

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