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Re: Recruitable Unit Rebalance Officially Complete!
Ulm is your fav PvK? I'm not sure how. I've been practicing with them a bit these past few days to get ready for the MP game with SC's mod. And I forsee myself getting utterly crushed, even if a low-magic rule is selected :}
Also, I wanted to reiterate: Light Cavalry should have thier bows swapped out for javelins. Messing with precision, cost, etc, won't help when mounted bowmen (without appropriate tactical commands) are inferior in every way to un-mounted bowmen. |
Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
Do they? I'd never seen those hmm.
Well the idea behind throwing out the shortbow one is that there is no use for them. No matter how you tweak thier precision, cost, etc, etc. Are you telling me you are going to buy them as is? Even with SCs mod? What would you use them for? My point was just that, in reality, mounted archers are(were) an incredible thing. They could move into range fast, shoot the enemy and then move away just as fast. Constantly killing the enemy while staying out of range themselves. But dom2 provides no tactical options for this. "Fire and Flee" would be optimal for these purposes if it didnt break up your units into a handful of provs like a rout. You could buy 20 LC and just sit them in the path of an attacking army and they would shoot at them and flee every game turn... But we all know that Fire and Flee doesnt work. So then I am looking at the LC and seeing no place for it, no reason to recruit. And I thought to myself that giving them all javs would be - at the very least - more effective than having a unit which is no better than a traditional bowman, but costs more and consumes more supplies. |
Re: Recruitable Unit Rebalance Officially Complete
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Another idea would be 'stealing' gem production with spy-mages. Quote:
With an enforced Death scale, there's no way to offset this problem (aside from Growth-enhancing sites). Quote:
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Re: Recruitable Unit Rebalance Officially Complete
More changes. Still no new version uploaded.
Game's 3 worst weapons improved slightly: Glaive went from (10, -1, -1, 4) to (10, 0, -1, 4) Halberd went from (10, -1, -1, 4) to (10, 0, -1, 4) Axe went from (7, -1, -1, 1) to (7, -1, 0, 1) Indy Archers made slightly worse: Light Archer: +1g (7g) Archer: +1g +1def (8g, 9 def) Heavy Archer: -1prec (10 prec) Heavy Crossbowman: -1prec (10 prec) Pureblood Abysians get +1 attack (after all, they cost 20 gold, they're a warlike race, and only had 10-attack 9-defense?) Pureblood Abysians also get -25% cold resist (from description: 'vulnerable to cold'). Humanbreds are unaffected by these changes. Man Spearman (Short Spear) dropped 1g to 8g. Ctissian Slave Lizards dropped price by 1g each. Ctissian Taskmaster given 3 moves, so now they not only have a reason to exist (before, they didn't), but also, Ctis Runners have a reason to exist (cheaper, and finally there is a commander that can lead them with 3 strat moves). Falchioneer dropped to 11g. Royal Guard +3 rcost to 48 (it was too low compared to other mounted units with same equipment) Skin Shifters (werewolf precursors) bumped +2 hp (15 hp) to prevent pre-shift death. Galderman gets +4 hp, +3 str, +1 att, +1 def, +25% since he is also a werewolf. Einheres get +1 hp (to 13) so they don't die before they berserk, and full ambidextrity (3). Bane Spiders and Spider Warriors get 11 mr instead of 10. Must either be their mysterious spider armor, or something that happens under the tutlage of the Black Sorcerers... Jotun Woodsmen dropped -10g to 40g. Why were they the same price as scouts that are better in every way? Plus, they are capitol only, and just not that good, with no armor, shield, javelin, or stealthy priest to bless them... |
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Do you find Woodsmen to be useful? How about Giants? |
New version out.
Version 7 is finished. Check the first post for changelog and to download the file!
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