-
Notifications
You must be signed in to change notification settings - Fork 2
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Faction-specific content? #33
Comments
Other factions having their unique benefits is something that I would love to have. Also having balanced factions would be good. I haven't been able to play with this enough against other people to get a feel for what factions are better than others right now, due to needing to have time to play, so any suggestions are welcome! |
A few ideas that come to mind:
Balance would have to be taken into account. Many parts of the code should also probably be cleaned before this is worked on, though. |
@Robertdebrus, @sevu, any opinions as to how far this should go? I see that the swamp-digging and mushrooms-planting for undead were appreciated, but what would you think about new workers or altered gameplay for certain factions? |
More diversity would be good, currently it comes down to
More gameplay variety would be a good thing. Point 1 – price matters probably the most. Undeads being unplaguable may be notable too. A different economy – sounds interesting. Payoffs besides the visual part? A troll whelp as worker – sounds quite OP, especially with the healing ability. In general the prices for level 1 units would be too low for them being workers. A faction which gets such a boost would need some other place which makes this up. It will also affect general gameplay in case players fight each other (though they have lvl 1 mages anyway) or on the ANL map as the enemies are at level 0. Having to research that first might help. You mentioned somewhere to use generally tents for outlaws – why not, currently they do it only on sandy terrain. Mermen Workers are a hidden gem – they can give unique abilities like build directly a castle in the water. Building prices could be reconsidered, they are very high and the former code was contradicting about if prices should be low or high (copy-pasting mistake). In general, if you have something you want to change, it probably will go in. |
@sevu makes good points here! I am definitely open to more variety.
Maybe we could work on another era within this addon, with more advanced features. You guys are really making me want to do more with this! |
Also, about the Merfolk priestess, the terrain code does exist, it is a merfolk village on top of muddy quagmire. This was originally an option for the Merfolk Worker to build, which could or could not be reenabled. The reason for the unusual terrain code was because a floating elvish/city house would look rather odd, and I wanted something that did not usually happen naturally |
Alright, so many good points coming in; I'll try to answer as many as possible. Current balanceSome factions already tend towards slightly different gameplays:
A few other things are also noteworthy (I think) in the current version of ANLEra:
So we have:
It may also be worth noting that mainline is meant to be fought with loyalists and against undeads and orcs. Dwarvish fighters may be a strong option in mainline, but with the several factions we have there are other strong options (eg. trolls or woses). If we add different scenarios, the AI adversaries may also be of different factions. Different workers/researcher
A few ideas about other units to import that were not mentioned before in this thread:
Different economyThe raw proposal I had for alternate economies was something like the following. Undeads:
This would make undead build things in a different order (and manner) than other factions: no mass-producing workers to get gold, having mages split between research and economy (and reallocation is possible). This would also solve the “early-game kills grant undead more workers” issue, as those workers would not provide gold anymore, only building opportunities. I have no idea how much gold per turn should this building produce and how much it should cost to be balanced. Elves:
Again, different build. The fact that they don’ t build universities would mean they’d have to build dedicated villages to take care of upkeep. I’m also tempted to say elvish civilians should somehow produce gold in forests and not on flat ground for farming, but I don’t know how this could be done with current terrains. If any of those two sets of ideas are implemented, we’ll certainly have to rethink how technologies are defined, stored and handled. And we should probably find ways to differentiate other non-loyalist faction a bit more. Various
Other raw ideasThere are of course many other ways to have a faction be played fundamentally differently.
No idea how playable any of those ideas would be. And, again, where would the limit be before it’s not “A New Land” anymore? Edit: sorry about the huuuge comment. :x |
I'll respond in detail later, but let me just say this now: a I would think that an "ANLEra Advanced" or something similar being added to the addon would not be a bad idea. That could be really fun, while still leaving the regular ANLEra for those who want it. |
Are factions supposed to have their own specialties except from different villages and castles?
I know that elves, at the moment, build villages a bit differently (and they are immediately universities) and that mermen (who ain’t exactly a faction anyway) can build underwater villages.
But are other factions supposed to have special features/options/things?
This could be a way to improve balance between the various ANL factions, as well as add little bits of gameplay diversity (undeads could plant mushrooms or dwarves build directly on cave tiles, for example).
The text was updated successfully, but these errors were encountered: