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Re: About to start the game - deadline this weeken
Size isn't as big of a factor as you may think, where strength is concerned. Bone and muscle mass-and more importantly, density are also big factors, and low gravity is actually an advantage.
Now if you're talking mass, they don't have it, but there's nothing that says a midget can't be very, very strong. For that matter, I'm one of the strongest people I've ever met, and I'm a big, tall guy at 6'2, but most of the other very strong people, including my wife who's around 5'4, have been short. And if you read the stories about dwarves, not only do they live very active lifestyles doing labor intensive work, they're also superhumanly strong. |
Re: About to start the game - deadline this weeken
They also weight at least as much as humans, and are shorter. This would make
them at least as wide, thus no more of them would fit in a tactical square. They would be no easier to trample than humans, and they would eat no less. I.e. dwarfs who are as strong and healthy as humans should be size two. |
Re: About to start the game - deadline this weeken
Nah, birds are extremely strong for their size/weight, housecats even more so. You're thinking in Earth/human terms. Dwarves are different-not wide, not tall, not big at all, just strong strong strong. And who says they have to weigh as much? Titanium's stronger than lead and weighs a whole lot less.
Dwarves just have a different internal architecture from humans. And they can probably survive on a diet atleast partly made up of dirt-after all they evolved from earthworms, not monkeys-check your Norse mythology. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Hoburgs are out, starting soon
Okay, since I haven't received anything from Dragonninjaakira and LoloMo sent me a pretender for Sanguinia I am going to create the final mod now without the Hoburgs and start the game. You'll get all the info via email as soon as it's up.
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Re: Neo Xekinima - LA game of Mod nations (recruit
Can we atleast include the Hoburgs as an AI? I think that's handicap enough, and fair to everyone, and that way, we can still keep the spirit of introducing as many mods as possible.
By the way, I've been playing the Horror Scourge the past two days, they're really interesting. I wouldn't call them balanced, or entirely finished, but with some work they could be a great nation. |
Re: Neo Xekinima - LA game of Mod nations (recruit
I do not think we should include AIs. They simply get rolled in multiplayer, and whomever starts next to them gets a free new capital. They also can not conduct diplomacy, which is randomly bad.
Jazzepi |
Re: Neo Xekinima - LA game of Mod nations (recruit
I don't know if AI hoburgs would get rolled as easily as most AIs, but I can see why you wouldn't want an AI in the mix.
As for the Hoburgs - I tested them quite briefly and made some balance changes, but I was rather hurried and was relying on the fact that they aren't /that/ different from the vanilla indy hoburgs. I think the problem is that those vanilla hoburgs actually have weird stats and are too good - I don't get where the ultra high Def comes from for instance. Nor do I understand why their crossbows are just as good. And the resource to size calculations still seem freaky to me, since size isn't even a real disadvantage. This is stuff I can and probably will change in the next CBM Hoburg Kingdom version. PS: Remember I didn't make the original mod in most cases. Only UR, JB and VH (sort of) are mine. |
Re: Neo Xekinima - LA game of Mod nations (recruit
Well, as said before I decided that we keep the Hoburgs out for this game and in the next game they will be in.
I am waiting for confirmation from HoneyBadger on his pretender he PM'ed me (he has lots of unused points left). Quote:
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Re: Neo Xekinima - LA game of Mod nations (recruit
Technically speaking, a mounted lancer should fight with the lance until the lance is lost.
I would use a formula where there would be a 5% chance of losing or intentionally dropping the lance per combat round, increased by 5% every time the lance is used, and 10% every time the lance strikes an opponent. The 10% should be accumulative-the rest wouldn't be. If anyone with a Length 1 weapon strikes the lancer though, the lance should automatically be lost. After the lance is lost, a sword or a mace would be used. |
Re: Neo Xekinima - LA game of Mod nations (recruit
LoloMo, Cainehill, please send me the passwords for your pretender files via email, too. Thanks.
Reverend Zombie, the password you PM'ed me for Teutanion isn't working. If you forgot it, then please redo your pretender and send it to me via email together with the password again. P.S.: I think the map might be a little big for 7 players. But that's your problem now... http://forum.shrapnelgames.com/images/smilies/yawn.gif P.P.S.: Received a revised pretender from HB and the password from LoloMo and Cainehill. Only waiting on Reverend Zombie now. |
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