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Re: Okay, point system for nation design again
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Ok, here is a preliminary run with three different races using the point build system. These races are playable and appear to be relatively balanced with regard to one another. When playing against standard races, they appear to pull ahead of the standard races, but I expect that is more because they have been designed by me to be powerful when played in a very simple manner (good troops, solid magic, not dependent on complex strategies or bless).
There are VERY preliminary as nothing is defined regarding how to build commanders, priests, etc. These races have had their commanders built upon the standard troops with simply a +1 attack and defense added, with +20 gold to pay for their basic leadership. The races are: Brimstone: A race of demons possessing adequate magics but extremely powerful and resistant standard troops. If these are your NPC neighbors, fear them. War Trolls: A race of trolls bred for battle. If these are your neighbors, you had better be able to dish out a LOT of damage or they WILL eat you. Backed up by powerful fire magic. Mage Magesty: A human race with good line infantry. Their troops are not a match one for one with the other two races here, but more than a match for most independents. Mage Magesty however has extremely powerful and flexible magic, capable of all paths except blood. Note, none of these races are particularly inspired, but are rather tests of what Dr. Praetorious' racial point build system is likely to produce. If Dr. Praetorious releases a new/expanded version of his point build system, I will endeavor to bring these races up to par. Nation slots 72. 73 & 74 Troop numbers 2401 - 2430 Site slots 794 - 797 Point costs are in RTF files in the attached zip file, along with the playable races data. Graphics for the most part are existing sprites, except for custom flags and basic banners. |
Re: Okay, point system for nation design again
For mages;
Weak, Broad, Everywhere & Mediocre, Broad, Everywhere have the same point cost. There is no reason not to buy the mediocre rather than the weak. I expect your intent was to have the weak, cheaper. I don't understand why the point cost for forge bonuses increases for race size. Size as far as I know has no effect on a races ability to forge items. Some basic structure for defining commanders, thugable commanders, thugable commanders with racial magic paths, priests, (and note) starting troops and province defense troops are sorely needed for this to be a true point build system. I tried abstracting the races I built using what I assumed would be the minimum stats if one did not spend additional points on these things, but I could have been quite off. I assumed that a 5 gem producing startsite in the starting province would come free. Might you have ideas as to what extra start sites might cost? A pity this thread is not getting more attention. I REALLY like the idea of a point build system. Design is a game unto itself with point build systems. |
Re: Okay, point system for nation design again
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Re: Okay, point system for nation design again
Got somewhat distracted, but I do have a sytem in mind for costing out commanders.
Essentially, you get a +1 attack/+1 defense commander with a gold cost of 0 "for free". This is quite different from how commanders work in the basic game, but is directed against the problem llamaserver and I have discussed - no-one uses their national commanders and troop commanders. You always just use indies. |
Re: Okay, point system for nation design again
I think perhaps llamaserver -> Sombre?
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Re: Okay, point system for nation design again
Eh?
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Re: Okay, point system for nation design again
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Re: Okay, point system for nation design again
Oh I see. Possibly means me. I consider NI maps an excellent solution to that problem though.
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Re: Okay, point system for nation design again
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