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Re: Cinggis Qayan, Wrath of the Khans
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EDIT: Oh! I just looked again. It's not so clear, but that's not hair -- it's a headdress. (For the source image, look up Brigade Models's Arianrod of the Obsidian Spear from the Celtos range of miniatures. Here's one image, though I used another one as the source image.) Quote:
I had no idea about the Mongolian bows -- that's pretty amazing. I was thinking actually about EA Hinnom's Great Bows (range 45, dmg 15 flat) rather than the Gileadite Bows (range 50, dmg 17 flat). Given that it's pretty difficult for size-2 units to top size-4 giants holding enormous bows, I think placing it somewhere inbetween the Long Bow (range 40, dmg 13 flat) and the Great Bow and giving it a precision bonus would still make it incredibly impressive, without impinging on the special/magical nature of the Longbow of Accuracy. By the way, I claim no special knowledge here (no vet or anything -- I play SP only as well), so it's just my $0.02 grain of salt. :) And, of course, I'm assuming there are no size-2 units in the game that use Great Bows -- I don't recall ever seeing them, but of course could be dead-wrong. Quote:
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Oh, and by the way, I forgot to mention -- I wouldn't worry one bit about the nation being thematically covered by T'ien Chi and Sauromatia. Think about it this way: how many nations did the devs make for Scandinavia? Variety and flavor is always nice. Cheers! |
Re: Cinggis Qayan, Wrath of the Khans
Alpine Joe
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Muchas gracias! Will respond to the rest of your post ASAP. |
Re: Cinggis Qayan, Wrath of the Khans
Having thought about it, here's a really quick suggestion for stats I'd offer for the bows.
First, note that effective range is heavily affected by precision. Thus, if you gave them a weapon with the same stats as a longbow but with a precision bonus of 2, it would in fact increase effective range, so it's not necessary to improve them too much in other stats. That said, here's my suggestion: Range 40. Damage 14. Precision bonus 2, but this has to be balanced by your cavalry units' precision -- if you're giving them precision on the order of a base 12, that's already a heavy advantage. I'd suggest 11 precision on the cavalry and precision bonus 2, which amounts to a horrific base precision of 13 on those monsters. If you'd like to up the range a bit, I don't see why a non-round number won't work. 42? It's the answer to life, the universe and everything, anyway. I'd definitely shy away from AP, as that's clearly, in the game, the province of the fire-every-other-round crossbow mechanic. The lack of applicability of fire arrows still is kinda bothersome though. Anyway, that's my suggestion for stats! |
Re: Cinggis Qayan, Wrath of the Khans
I definitely like the flavour of the mod and the source material.
Suggestions: Balance-wise, the longbow is basically 'best in the game' level for bows. The Quyanate greatbow should preobably be in line with that sort of power (drop the AP, range 40-45, and you still have an impressive bow). Also in balance terms, Horsebows should probably be less powerful than a composite bow - especially in terms of range. Currently your opponents have the unenviable challenge of crossing the entire battlefield under longbow fire in order to engage units who can face down heavy cavalry. If the cavalry had to start off closer to their enemies it would redress the issue somewhat. Perhaps a range of 25-30? As regards the vanguard, it'd work just great if you gave it a lance instead of a light lance (or made it a special copy of the lance with lower damage). At the moment it's trying to use a light lance in one hand and a sabre in the other. Magic-wise, Water is probably the only path you can't get at level 3 (well, B3 is very unlikely, but you have some Blood access so the rest will follow eventually). Again, this is probably a little too much. The mages/clerics: They're pretty much all named as worshipping a specific god - great historically, but not quite so good if your Pretender is called Bob. Why would worshippers of a deity other than the Pretender get priest levels or sacred status? Their mixture of diversity and power could be addressed by making one sect the priests of your Pretender and casting the rest as also-rans. Give the also-rans a chance of getting one level (and no more) in their chosen paths (maybe give one of the also-ran sects the possibility of level 2 in their paths, come to think of it) and you'll have something better in line with most nations. You've a shedload of great material in this mod, and I reckon there's enough here for a mod in each age. Give each age a focus on a different sect and you'd have the basis of 3 great mods. |
Re: Cinggis Qayan, Wrath of the Khans
Alpine Joe
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Re: Cinggis Qayan, Wrath of the Khans
Trumanator
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Thanks Trumanator Globu, again! Quote:
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Thanks all, again! |
Re: Cinggis Qayan, Wrath of the Khans
Globu, habit-forming
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So long, and thanks for all the fish! |
Re: Cinggis Qayan, Wrath of the Khans
Gregstom, :salute: I don't know what these mean, but I just noticed you are a colonel and I'm a private. :salute: again.
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Thanks a lot, Gregstrom. :) You guys seem to have the best intentions at heart. Hopefully, I can make the most of them. ;) |
Re: Cinggis Qayan, Wrath of the Khans
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Well, if it looks like hair at this scale, we can treat it as such. I'll see what I can do. Quote:
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But aside from that, they can make for terrifying PD, if that is to be a national strength. Although given the offensive power level so far, these archers in PD may be a bit much -- but once it's balanced better, it can be a good fit. (That could also be remedied by a second class of cheaper foot archers using lesser bows, with these being used for PD instead.) As for the thematic element, at least to me, 14-damage long-range bows are pretty impressive. And now, coming to think of it, in light of the flaming arrows problem and what you've said about the Mongols' recurve bows, I don't think it would be inappropriate at all to use the stock Great Bow of Hinnom's EA archers. And that would make them fearsome and distinctive in itself. If you do go with armor piercing, though, it would seem appropriate to keep the damage down. It would make them a bit underwhelming against un-/lightly-armored targets, but then they're mostly dead meat anyway. It still seems like a tough fit, though, balance-wise, and will make them horrific in the early game. Quote:
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As for giving the MP Glory map the same treatment... Not so sure about it. The larger one was a monster and took way more time than I expected. (I seem to like using "monster" and "monstrous" today -- I really hardly ever use those words.) Also, I'm working on a 650-province, meticulously tidied-up random-gen map that I hope to release some day. So probably not on the small Glory map. Quote:
Now, all that said, here are some preliminary samples of what I'm dubbing Mongol archers. They're not finalized, and still need some detail work (stray pixels, edges, and so forth), not to mention base sprites (these are pretty clearly action sprites). Details like colors and bow size can be changed easily, as shown here. And I'll be throwing in a little nocked arrow, of course. Let me know if you'd like me to proceed with one or both of these guys. (Each can be a different variant archer.) I can also customize, if you have a use for it, the female archer sprite I put up in the Avernum mod thread. |
Re: Cinggis Qayan, Wrath of the Khans
A note on the recurve bows: I had assumed (given the history and geography of the Ashdod/Hinnom/Gath source material) that the greatbows they used would be recurves. Their piccy looks sort of recurved, for that matter. If that assumption is correct, Qayanate bows shouldn't be quite up to those stats (Ashdod giants would presumably treat a 166 pound pull as a child's toy).
As far as vanguards etc. go: Their attack values drop (obviously enough) because you're using two weapons with a combined length of 6. Making the light lance a #bonus or adding some ambidexterity would fix this, as others have noted. The mental image of a horseman using a sabre and light lance while simultaneously getting effective use out of a buckler seems a little odd, though. My initial idea had been the creation of a sort of 'medium lance', with the lance's function of breaking on the first hit and the #bonus tag. I don't know if that's possible, though. Mages: You're right on the button when you refer to Pythium. They and Mictlan are existing models of pantheonic faiths within the game. Pythium handles worshippers of something other than the Pretender by giving them the heretic tag, while Mictlan gives different sects the task of worshipping different aspects of the Pretender. Either works nicely. They're also (I think) a good model of the sort of mage power a magically diverse nation should have. By the way, why does the Quyan light scale they use have 0 enc? It doesn't matter for the cavalry, and the infantry are definitely under-encumbered given their levels of protection. PS: Don't worry about the colonel thing. It certainly doesn't mean I'm any kind of expert. |
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