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-   -   Mod: Adept's Mod (weapon, magic and monster changes) (http://forum.shrapnelgames.com/showthread.php?t=47844)

Admiral_Aorta November 18th, 2012 05:41 PM

Re: Adept's Mod (weapon, magic and monster changes)
 
no, i am completely serious, reducing the price of militia(one of the most unfairly underutilized umits in the game) by 2 gold is a massive change that will shake the metagame to its core. maybe this daring mod will even go so far as to increase their strength stat by a single point to represent militia being mostly conscripts from rural areas. who knows, or dares to dream?

momfreeek November 19th, 2012 04:49 AM

Re: Adept's Mod (weapon, magic and monster changes)
 
Did he ruin your favorite mod? sadface :(

Admiral_Aorta November 19th, 2012 05:29 AM

Re: Adept's Mod (weapon, magic and monster changes)
 
on the contrary, this mod is my favorite, now and forever

momfreeek November 19th, 2012 05:54 AM

Re: Adept's Mod (weapon, magic and monster changes)
 
Then I vote to rename this mod to "Admiral Aorta's favourite balance mod". To be clear its purely a rebalancing mod rather than a content mod.

Admiral_Aorta November 19th, 2012 06:50 AM

Re: Adept's Mod (weapon, magic and monster changes)
 
that's fine with me, i would be honoured to give my name to such a wondrous mod

Redeyes November 19th, 2012 06:53 AM

Re: Adept's Mod (weapon, magic and monster changes)
 
The non-apparent use is that militia become very gold-effective at patrolling and sieging (defense, offense).

CBM made the same change and the CBM world didn't implode.

Adept November 26th, 2012 06:00 PM

Re: Adept's Mod (weapon, magic and monster changes)
 
You really think 7 -> 5 gold change would massively change the metagame? I was gonna go with 7 -> 6, but it seems like needless pussy footing.

I'll set it at 5 (and the little Markata at 4) for the latest multiplayer match with my local Dominions group. I guess I'll have funny stories to tell if it means things get out of hand.

Adept November 26th, 2012 06:26 PM

Re: Adept's Mod (weapon, magic and monster changes)
 
A little addition. I feel the metagame, when it comes to militia probably needs to be changed. I've never met anybody willing to buy militia, except in truly bizarre one-off circumstances. You pay full food cost for the "soldiers" with weapon skills and morale 8. Mostly they are more a liability than an asset.

jBrereton November 26th, 2012 09:32 PM

Re: Adept's Mod (weapon, magic and monster changes)
 
Making Militia NNE could help.

Adept November 27th, 2012 12:33 PM

Re: Adept's Mod (weapon, magic and monster changes)
 
Nne?


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