User:MCP

From The Battle for Wesnoth Wiki

Welcome

This is my page. I am known as MCP on the Wesnoth forums and other places such as tekken zaibatsu. I wrote some information here on DotG to hopefully help some players learn how to play, as well as to see some of the changes I have made.

My Work on Wesnoth

I have simply upgraded Defense of the Goblin(DotG) II by Baufo to fix some bugs and be more balanced. To my knowledge, Baufo first created DotG in August 2006, almost two years ago. After not hearing from him for months, I released my own version. However we have corresponded via email and he has updated his version to match mine. I will keep mine up as an 'experimental' copy on plans to implement new changes.
The simple visual difference in add-ons is to note the authors. The original Defense of the Goblin II is by Baufo, my version has two authors, 'Baufo and MCP'.
To start a game with my version, it will say DotG II CC. CC stands for Custom creeps. The era is not the same as the original DotG II and it is also re-named DotG II CC era.

My Future Plans for DotG

  • Upgrade healing to be percentage based, including the auto healing available to some heroes as well as the healing spell.
  • Add some new map possibilities to help when less than 6 or more than 6 people are available, including 1v1, 1v1v1, 2v2v2, and so on, as many as I can get.

Introduction to Defense of the *

  • For any of Defense of game, the goal is to kill the other side's goblin, wose, etc.
  • One can send their hero to the green 'Shops.' In the shop are various options. One can heal his hero, one can buy more health, damage for one's own hero or for the AI controlled allied units.
  • If a hero dies, it will be sent to purgatory until its next turn. It will lose two turns of interest(1/(1.1*1.1) * gold in bank) of what is in the bank, as well as giving each enemy hero +25 gold.
  • Controlling villages is a great way to gain an economic edge. One can do this by being faster, stronger, or more cunning than the enemy. Or in some cases 'brave,' usually resulting in foolish tactics for this game.
  • Now to kill their Goblin, your hero has to be strong enough to not only kill the goblin perhaps in one turn, but if not, perhaps do enough damage to cost them a significant amount of gold to heal the goblin, even if you died. I highly recommend either 'banking' with one hero until you can buy the Magic Gate to teleport to their back door and one turn kill the goblin, assuming it doesn't get lucky. The other way is to use fast or skirmish units, Gryphon or Saurian for instance, to sneak in from a front position to threaten a kill. Now if your hero is not threatening to the enemies' heroes, they will probably just close around you, and take the kill, perhaps using the goblin as bait.
  • To play this game effectively, one must be a team player, if it is 2v2 or 3v3, and one must be able to 'bank'.

Bank

  • Any money on a hero as it reaches town is automatically placed in the 'bank'. Any money not spent as a hero leaves the shop will remain in the bank and gain 10% interest per turn, and so over time can grow significantly.
  • The trick is to be disciplined in spending so the remaining gold gains a significant amount from interest. A solid amount of gold to shoot for is 150 to 250+ range, depending on how the game is going. Don't let yourself get caught up in an arms race. Focus on NOT DIEING. HP is the only thing besides the bank which grows exponentially. Exponentially means after buying it enough, it will far outgrow the linear damage boost of +1 for 6 gold. To kill be able to one turn kill a hero with 300 HP is not cheap, and may only afford a hero a glass jaw in return, as its own HP will be lower for the same price, and suseptable to death by inferior damage. To balance the amount of gold spent vs the interest gained and gold collected is not easy, but to be successful it is necessary.
  • (1.10^#turns) * initial gold is how much you will have in # turns you desire to check. I usually keep a calculator program around to check some things from time to time, such as optimal damage costs.
  • Optimal damage for the price is about 6 damage to 1 strike. 6 gold per damage vs 38 gold per strike.

List of Changes to DotG II version 2.2->2.3

  • When a hero dies, it is no longer invisible. This would always give new players an awful time. So now a hero is visible when it is in purgatory and then when it respawns.
    • Also when a hero dies, he will lose two turns worth of interest. 1/(1.1^2) * gold in bank.
  • 70% experience required to level. 100% was too much.
  • Re-arranged the shop to hopefully be more new player friendly.
    • Custom weapons re-arranged and re-priced:
      • All put into one shop.
      • Balanced quite a bit, ranged are no longer 'free' magic attacks.
      • Drain is a lot more expensive (makes drakes hard to play as).
      • Rage is very expensive because it is the best goblin killing weapon (skirmish + rage).
      • Slow weapons available for 50 gold 1-1.
      • Bank robber weapons cost 50 gold, are 1-2, and steal 5% of the bank.
      • Check the shop for other options.
    • Balanced the terrain wizard options. Mountains to hills because some units cannot move on mountains. Changed water to ford because most units cannot move on water. The remaining are grassland, forest, and mushrooms.
    • Moved all the spells into one shop, although right now it seems a bit cluttered. I am planning on removing some of the fairly useless spells.
  • Balanced the Creeps, the AI controlled side. In version 2.2, the creeps are easily stronger than heros if upgraded at the beginning of the game.
    • The creeps are now under a limit of 5 by default. This can be upgraded to 7 for 125, to 9 for 225, and so on. I find that 5->7 is rarely needed, but when it is, it can really turn the tide and win a game.
    • I tried very hard to balance the price of upgrading the creeps, as opposed to heros. So far it's not going too bad.
    • I brought back the custom creeps available in the 1.X version of DotG.
      • Soulless, Blood Bat, Chocobone, Berserker, Wraith, Shadow, Cuttle Fish, Lancer, Yeti, and Fire Dragon.
      • Custom creeps are affected by creep upgrades, in both stats and in cost.
      • Custom creep prices drop by 5% per turn. Over many upgrades, the cost of a soulless will approach the cost of a Yeti, for instance, because the percentage difference in damage will also decrease.
      • The hero who killed a custom creep should get 10 gold.
  • I changed the costs of upgrading Heroes so as to balance it with HP upgrades and with Creeps.
    • 25 gold to upgrade health by 10% +10, and then it also heals +10 health. Helps the new players this way.
  • I updated all of the spells a bit:
    • The town portal scroll is very powerful and was easily abusable until I changed it a bit.
      • It now costs 5 gold for the first one and 15 gold for every one after that.
      • It now will leave a hero with at most 2 movement next to its town, so any unit in the provided era can reach the shop unless it already had spent all its movement.
    • All of the spells show some text, such as 'TOWN PORTAL' or 'XP DRAIN' when cast, so as to demystify what just happened.
This page was last edited on 21 December 2008, at 01:14.