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Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
tinkthank:
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Flags: I don't know. Considering that they need no armor, training, or salary, it's hard for me to justify charging ANYTHING for them http://forum.shrapnelgames.com/images/smilies/happy.gif I never build them unless I have a bless-effect pretender (useful for flagellants, like water, air, or fire). Anyone else have input on the cost of flagellants, considering trained light infantry is 7-8g and miltias are 3-5g? Knight of the Chalice: I have no idea why I did that. Maybe I mistyped? Or maybe they just "felt" expensive and I didn't fully consider how good they are. At any rate, I'll put them back at 90. Quote:
1) Their theme gives super-cheap lobo guards, and unless I dropped them to 3, human militias would become cheaper, which makes no sense! 2) They require magical leadership... 3) They should not have a salary; that's crazy. At any rate, I cannot think of any justification for them costing more than 3 gold. However, I CAN think of justifications for dropping their stats. Should physical and mental abuse to the point of insanty increase HP? No... Should it drop you fighting skill? Yes... and by more than 1 att and 2 def. What do you think about lobo guards that are 3 gold and 12 hp (standard), 8 att (-2 from atlantian standard), 6 def (-3 from atlantian standard)? At that point they are much worse than the worst human militia in combat, aside from their 50 morale. So... I think I'll drop their stats as described (-1 hp, -1 att, -1 def from base game) but keep the 3g price. Quote:
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Yeah... I guess that's fine. Even with those costs, I still kind of hope my riders get killed, so that I get a much cheaper unit that's about as good as before http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
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I sort of wonder what the effect of 25% FR / CR is on fatigue when fighting in hot / cold places... Quote:
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1) They are fay (wild...-ish) hound capable of hunting and foraging for themselves. 2) They are size 3, and thus eat 2 food. 3) They are traveling with an army, and thus not capable of foraging as much as normal (they still need some additional food). 4) They were a pretty bad unit. Hopefully, supplybonus 1 + size 3 = a unit that consumes half as much food as normal. Combining that with a better "weapon", hopefully they will become a useful unit. So, the "supplybonus" is misleading, considering that they still are a net consumer of supplies. Quote:
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rabelais: Quote:
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2) If I could find a way to do that, it would be great http://forum.shrapnelgames.com/images/smilies/happy.gif Good suggestion! I'll have to experiment with the #flail command (att bonus versus shield) and see if it works on ranged weapons. Otherwise, I'll keep AP, as their seems to be good historical justification. If it is overpowered, I can always bump the price of longbow units (on the basis of the much longer training longbowmen undergo). If anyone wants to run a test to see if you can mod a ranged weapon (with #flail) to ignore shields (try giving round shield 20 defense), feel free... I have no computer on which to spend time with Doms II for a few days. 3) You're right, I gave them pretty darn good stats for a 12 gold stealthy unit http://forum.shrapnelgames.com/images/smilies/happy.gif Seems too good. When I play BF Ulm, I ignore units and spend all my effort on blood, making vampires, and so forth. I don't think I've ever built a Ranger, because those vampire barons are just too much fun http://forum.shrapnelgames.com/images/smilies/happy.gif And the Zweihanders look really cool. Hmm... On the other hand, Rangers wear almost no armor and use the crappiest standard 1-h weapon in the game, the Axe. Real rangers use swords. Considering that their bad armor and bad melee weapon make them poorly suited as anything except archers, and that they cost 20-50% more than normal xbows, I think 12g is fair. But if they got a broadsword and ringmail hauberk, it would be a different matter http://forum.shrapnelgames.com/images/smilies/happy.gif At this point, I think I'll leave them as they are... unless their seems to be a consensus or anecdotal evidence of their overpoweredness. TheSelfishGene: Quote:
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... I'll post the rest later, gotta run right now http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Recruitable Unit Rebalance Officially Complete
TheSelfishGene:
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Scott Hebert: Quote:
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2) Yes. Like Tien Chi, this is (IMO) unacceptable (for national mages to be unable to cast national spells). 3) Yep... what about making them making them (BBDD?) with a different name and description? 4) ... I never like death (with living nations). I don't care about misfortune so much, esp. with fortunetellers. But hey, they are thematic http://forum.shrapnelgames.com/images/smilies/happy.gif 5) I agree... Thanks for all the feedback, everyone! I'll see what I can do, but remember that no solutions will be ideal to everyone http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Recruitable Unit Rebalance Officially Complete
Note! This is just a preview; I have not yet uploaded a new version of the mod.
Ok... thanks for all your input! These are the changes I've made so far (many from forum input, many not). At least, the ones I've documented. I still need to look at some other things (like archer costs, adjusting longbows, and messing with BF Ulm's mages). If you have any problems with the changes, please say so... Cosmetic Changes: Added a bunch of new weapons and armors (maybe 10 of each) These are generally for aesthetics (like gilded armors, silver armors, etc) and do not change balance. Even the ones with different stats often don't change anything, but I'll list some: Avalon Knights get silver armor - just like regular full chain, but -1 encumbrance. This has no effect since they are mounted. Ulm units with full helms get Full Hlmet of Ulm. This is 2 prot, 0 def, 0 enc. In other words, a weaker version of the Black Steel Helmet. Since this has no effect other than giving units +1 defense, and defense is virtually useless to Ulm units, it probably has no measurable effect. Fire Lord and all Marignon's gold-colored units get Gilded Armor. Stats do not change. Tien Chi Eunichs get kung-fu training, and learn Punch and Kick (instead of Fist). They are now able to beat blood slaves in combat, which you sort of expect from a field commander. Tien Chi healing immortal gets a magical pruning knife. All TC immortals get super weak armor (Immortal's Robes (2, 0, 0), or Flea-Infested Cape (1, 0, 0) for the old man). Important Changes: Tien Chi immortal swordsman got way better. He was terrible before (in combat) partly because he had 2 weapons and no ambidextrity. However, some of the bonus is integrated into his sword and "imaginary" shield, so giving him a new weapon and shield will make them go away again (somewhat). Sling becomes -1 prec instead of... whatever it was (-3?). Slingers get 9 prec (-1, total of 8 with sling). They're still terrible, except against flagellants or with flaming missiles, but better than before. Man Foresters got better stats and supplybonus 2 (feed themselves and 1 other person, probably with rabbits and truffles). Throwing axe precision went from -4 to -2. Axe Thrower gets precision 9. Lobo Guard dropped -1 hp, -1 att, -1 def, since they were abused to the point of mindlessness. Hoburgs got lower resource costs. Just as big units have higher rcost for armor, tiny units deserve lower rcosts for armor. I doubt anyone built Hoburg HI, especially since (I think) hoburgs are grassland-only. Crab Hybrid gets ambidextrous 4 (since I gave pincers length 2 rather than default 0) Spider Warrior dagger replaced by Poison Dagger. Makes sense, right? Man's Green Knight gets custom armor, reinvigoration 1, and regen 15% (instead of 10%). Machaka riderless spiders get upkeep (great spider: gcost 10 {.66g/turn}, hunter spider: gcost 30 + sacred {1g/turn}). They are still an incredibly good deal, but someone needs to be paid to tend them (they don't get the money). MAR Royal Xbows became 10g (+1). Knights of the Chalice went back to 90g (+10) Daoine Sidhe back to 35g (+3) Ulm Rangers: I wanted to give them a patrol bonus but there is no way to do that yet http://forum.shrapnelgames.com/images/smilies/frown.gif Instead they got #neednoteat (and a description change about wilderness survival) and traded axe (terrible weapon) for shortsword (good weapon). Gold cost: +1 to 13g. They should still avoid melee, but at least have a chance. Ranger Captain: +5g (to 50g) and leadership went from 10 to 25. Also, same changes as Ranger. Black Forest Ulm Commander: 25 leadership went to 50 leadership, to be on par with other Commanders of Ulm. BF units are weaker, anyway. Black Knight: Returned to 60 gold (+10) Non-unit changes: Added #foodmult 150. This gives 50% more supplies. It makes the AI less likely to starve, makes units that eat less disadvantageous over non-eating summons, makes light units and militias more useful, and reduces the need for winebags, summer swords, cauldrons of broth, and nature picks on pretenders specifically for those items. If / when I make Chuckwagon units, this might be taken back out. The constant need for magical winebags when using mundane troops is annoying. IMO, a higher #foodmult over default is vital to balance units... though I admit it is not an ideal solution, and it won't magically make hordes of militia as desirable and useful as hordes of vinemen or longdead. Sound ok? Aside from things still to do, of course. http://forum.shrapnelgames.com/images/smilies/happy.gif For example... I'm considering increasing the price of every recruitable mage in the game by 10%, EXCEPT the ones that are already "too expensive". If a 180 gold mage (say, a Vanheim Dwarf) can kill 50 units unboosted in a couple battles in the early game... why is he much cheaper than those 50 units? It makes you want to spend all your money on mages (which is what good players often do). 10% probably is not enough, but I'll do it and see how it feels. |
Re: Recruitable Unit Rebalance Officially Complete
Great!
After more testing, although I have come to appreciate even more the fine changes you made to national troops (GREAT - thanks! Love your mod!), I have come to be sceptical about one type of change (only): those changes to the Indy troops. Although you have done a fine job now of making most of these very viable to purchase, and additionally accomplished a nice feat in making Independent Province Nations more variable, slightly tougher, and more flavorful, you have also applied the same principles you used in beefing up the underused and niche-seeking national troops, who often sat sadly in a corner drinking tea out of a paper bag (IF they were lucky) just hoping one day to sit sadly in a niche. The effect of this is that it often now seems just as good to me to purchase Indies as national troops. I don't like this for only one reason (NOTHING to do with Balance): It encourages making the armies more homogenous, and hence also detracts from the national flavor impact of different nations. (Don't ge me wrong: it doesnt do this a lot, but I did notice it after a few more test runs with me.) In other words, trying to phrase this without using "balance" at all: I think the "niche" which Independent troops should fill is actually a quite different one than that of national troops. I think this indy niche should be to (a) be purchased when really needed in a hurry out in the front or (b) to enhance a nation's access to a type of unit otherwise completely lacking (e.g. archers for Abysia, Atlantis, Van or Heavy Cav for Pythium or whatever) or (c) to buy when you really have some cash left over or (d) give the strong national themes a "local" flavor in the provinces those troops are naturally at home or (e) something else. For this reason, I would really like to see most of those troops get a price increase (or read: have their original prices dropped NOT QUITE AS MUCH as you did, quite excellently so, with the national troops) or somehow be made less comparable to national troops. Additionally, I would like to see map movement restricted again, specifically as examples Indy Archers be scaled back down to map move 1 (this btw would still make them fine province defenders or great buy-me-quick-near-the-front troops and good Indy Nationals). Low mobility would not only scale down those troops overall strategic value while keeping them viable for niche filling but would also (at least to my playing style) encourage the garrisoning of troops in as many provinces as possible (as an alternative defense form to mad castling, even if this form is no way equal in terms of balance to having a castle in every province, obviously). (On an aside: do you have a comprehensive list of the changes to Indies, or could you send them to me? I could do some of these changes then for myself without pestering you, and offer them here on the boards on the off chance anyone would want them.) Another Side Note Suggestion: For Ulm, I think a novel but decent tweak would be instead of the individual battle-style improvements in armor or armaments (although I like it, especially the magic weapon on the guardians) or a reduction in price, give each and every Ulmian a boost in MR of 2 or in some cases 3: Ulmians are infused in mundanity. (So just the opposite rationale which gave them crappy MR to start with.) Yes, Ulm is supposed to make up for its crappy MR by pushing its crappy Drain scale, but even in doing so they only get back up to "normal" -- I think a nice tradeoff for lacking magic whatsoever would be having decent resistances to it. So.... thanks very much! Whole new worlds are opening up, and I think I am going to enjoy playing with different styles now some races I would like to like, like Pan New Era and Machaka, and new styles with races I already like, like Man and Marignon and Tien Chi....! |
Re: Recruitable Unit Rebalance Officially Complete!
Ya, this sounds really nice, SC! Now I just need to steal time to play it... http://forum.shrapnelgames.com/images/smilies/wink.gif
PvK |
Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete!
Ulmites being a favorite of mine, I'll comment just on what I've read in recent posts here, since I haven't gotten time to try this yet.
* Giving Ulm troops a helmet that doesn't reduce defense will in fact be helpful, at least to some of the troops (e.g. Chain/Hammer/Shield), particularly when they start gaining experience, at least against average regular troops. * I second thinktank's suggestion to give Ulmites higher MR. If it were moddable (tis not), I'd have every level of drain scale add to their MR, but failing that, +2-4 MR for Ulm would be neat IMO, and I'd do that rather than improving their helmet design. * Did you look at Ulm morale? Anyone know why Ulm pikeneers get +1 morale compared to the other troops? +1 morale would also be useful for the other troops, but IMO +MR is better - there are ways for Ulm to deal with their morale - not so much for their MR. PvK |
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