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-   -   Recruitable Unit Rebalance Version 7.51 Released. (http://forum.shrapnelgames.com/showthread.php?t=22861)

PDF March 18th, 2005 07:37 AM

Re: Infantry Balance Mod
 
Quote:

PvK said:
I think Militia could be as low as 0 or 1 gold.

If magic summons and stuff are keeping their low unmodded costs, then you might halve the gold costs of most other mundane troops.

PvK


I'd rather see Militia boosted somewhat and kept to "normal" price (5-15 gp) rather than a free crappy Militia that will soon be abused (by having tons of them boosted with enchantments. Ever thought of effect of Haunted Forest on a 1000-militia pack http://forum.shrapnelgames.com/image...ies/stupid.gif o ? )

Cainehill March 18th, 2005 12:37 PM

Re: Recruitable Rebalance Version 6, non-beta, is
 
Quote:

Saber Cherry said:
Quote:

Tuidjy said:What we need now is a game in which all spells beyond level 2 and all pretenders
with magic path cost over 10 are disabled. It would be the perfer way to test
this mod.

If it is not PBEM (I seem unable to stick to these) I would like to join.

It would be very interesting to test this mod without powerful magic and supercombattants... it would change Dominions II into (as close as I can make it to) the low-magic medieval military conflicts in most fantasy novels, like Lord of the Rings, Magician, or A Game of Thrones. However, I'm not sure how much interest there would be, as most Dominions II players (on this forum) seem to love powerful magic.

There's been a lot of us who've mentioned that we'd love the option of limitting research the way it is in the demo : capping it at level 4 while avoiding the other limits of the demo. Even better would be an option to pick which is the highest research level (2, 3, 5, 7, etc) to be used. Not something most people would want to play regularly, but a very nice change of pace, with higher level magic and construction removed.

Best of all, something like this could be coded with minimal effort, since it would merely change the cap. Here's hoping to see something like it in Dom3 http://forum.shrapnelgames.com/images/smilies/happy.gif

Graeme Dice March 18th, 2005 12:48 PM

Re: Recruitable Unit Rebalance Officially Complete
 
Quote:

Saber Cherry said:
Should I decrease Giant costs or boost Woodsman costs, or something else? Woodsmen are not good enough for a bless strategy, in my opinion. I'd bet on the same cost in gold of Daoine Sidhe, Flagellants, Black Hunters, Vans, Paladins, Black Templars, Jaguar Warriors...

Black hunters are too expensive for the very low MR that the hunter spider has in my experience.

Endoperez March 18th, 2005 01:07 PM

Re: Recruitable Rebalance Version 6, non-beta, is
 
Cainehill: there already are mods which do that. I don't remember if they are available somewhere, but try searching for them from the forum.

Scott Hebert March 18th, 2005 03:05 PM

Re: Recruitable Rebalance Version 6, non-beta, is
 
Re: Woodsmen, the Commander is dreadfully undercosted (by my rubric, at least). He should cost ~90g, IIRC. So, I think it's not the unit so much as the commander that needs the change.

Saber Cherry March 18th, 2005 05:16 PM

Re: Recruitable Unit Rebalance Officially Complete
 
Quote:

Graeme Dice said:
Black hunters are too expensive for the very low MR that the hunter spider has in my experience.

I had boosted them to 8 (+3) because I don't like seeing sacred units with really low MR (seems somehow wrong). But that's still really low. Some other sacred animals, like Cu Sidhe, Gryphons, and Sacred Serpents have high (above 10) magic resistance. Do you think it would be fair to give Hunter Spiders 11 MR? It seems so strange for a sacred unit to be easily subverted.

Quote:

Scott Hebert said:
Woodsmen, the Commander is dreadfully undercosted (by my rubric, at least). He should cost ~90g, IIRC. So, I think it's not the unit so much as the commander that needs the change.

You're right. I remember playing Jotunheim and conquering several provinces with solo Woodsman commanders, without any special equipment. That's pretty potent for a scout... Unfortunately, if you make them 90g, Jotunheim themes other than IW pretty much lose their ability to scout at all. If they were 100g stealth priests with 10 leadership, able to lead raiding parties of Woodsmen, it would solve both problems (and gaining the ability to do stealth raids of blessed woodsmen makes up for losing the ability to economically scout, IMO). Does that sound fair?

Arryn March 18th, 2005 05:24 PM

Re: Recruitable Unit Rebalance Officially Complete
 
I rarely purchase Jotun scouts and almost always use cheap humans in that role. OTOH, giving the commander stealth would provide me a reason to buy those, which I also rarely do now. Just thought you might want to hear the point of view of an infamous Jotun player ...

Scott Hebert March 18th, 2005 08:46 PM

Re: Recruitable Unit Rebalance Officially Complete
 
Infamous, indeed. http://forum.shrapnelgames.com/images/smilies/wink.gif

Cherry, let me check... 10 Leadership + Holy-2 Priest for the Woodsman commander would raise his cost from a calculated 95 to a calculated 110.

I'm not about 'fair'. I'm about applying rubrics. http://forum.shrapnelgames.com/images/smilies/happy.gif

PvK March 19th, 2005 11:26 PM

Re: Recruitable Unit Rebalance Officially Complete!
 
Quote:

Ironhawk said:
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 :}


Ulm is my sentimental fav, and one I enjoy playing as much as any other, at least against the AI. I'm sure I wouldn't enjoy getting wiped out by competetive high-magic humans using Wrathful Skies and Life Drain SC's, though.

As with most nations, it takes some time to learn what does and doesn't work with them. I really enjoy building up a cadre of experiences Ulmites and trying to conquer a world full of Impossible AI's using mostly steel over sorcery (except when it's completely the wrong answer, such as against poison or soul vortex or wrathful skies).

PvK

PvK March 19th, 2005 11:39 PM

Re: Infantry Balance Mod
 
Quote:

PDF said:
Quote:

PvK said:
I think Militia could be as low as 0 or 1 gold.

If magic summons and stuff are keeping their low unmodded costs, then you might halve the gold costs of most other mundane troops.

PvK


I'd rather see Militia boosted somewhat and kept to "normal" price (5-15 gp) rather than a free crappy Militia that will soon be abused (by having tons of them boosted with enchantments. Ever thought of effect of Haunted Forest on a 1000-militia pack http://forum.shrapnelgames.com/image...ies/stupid.gif o ? )

Sounds ok to me, actually, except that battlefield resurrection spells might want some reconsideration. Medieval armies usually had a whole bunch of untrained fodder, mainly because conscripted peasants certainly cost much less than skilled warriors.

PvK


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