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Re: First data: Abysia
If you take a look at the Arch Theurg, note that:
H4 = 150gp S3 = 150gp A2 = 60gp W = 10gp ? = 10gp ---------- = 380gp Thus he has likely paid for H4, and he has 2 more points of basic encumbrance than the Theurg. He has received, apparently, a discount for his random book and doesn't have to pay for his body. Removing H4 cost: S3 = 150gp A2 = 60gp W = 10gp ? = ?20gp? ---------- = 240gp * 1.5 ---------- = 360gp Assuming his body cost ~13gp, we get 380gp, so he could have paid for sacredness instead, but not both. Communion in combat is not the only factor, either, as Arch Theurgs can be very powerful ritual casters. I'm not fond of outside-the-norm unit comparisons (they tend to be ludicrously exaggerated), but, I could have a unit with Enc 50 with paths of 3F3E3~? ( ~? = Linked full random) who would be extraordinarily useful in ritual, but almost useless in combat. How much does he cost? |
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I do know one of two things, though: 1) Unholy priests cannot be Sacred. 2) Unholy priests may be Sacred, but it is never marked. Can anyone think of a reason why Commanders can't be Unholy? |
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The base priest, OTOH, does cost only 30g (the difference between the Priest and the Monk is Leadership 25 instead of 10, and Stealthy). |
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They are natural communion makers. Unlike the Theurg Communicant (whose only purpose is to 'take it for the team'), the Theurgs can actually do stuff while in a Communion. I've heard people say that their Communion Slaves 'just stand around', but that has never been my experience. Yes, they have rather high Encumbrance. However, I don't think it's because of their 'communion abilities'. I believe it's due to the fact that they wear heavy robes, which isn't modeled on armor because they didn't want it to be removable. I can point out several other nations that have high-encumbrance mages (Abysia's Anathemants come to mind) but don't have the Communion ability that Pythium does. |
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More Data!
Just as an aside on the whole 'sacred unholy' thing, I noted that Desert Tombs C'tis have them, but those are summoned, not recruited. Also, by screenshot, the Keeper of the Tombs are Holy-2 but not Sacred.
Anyway, I'm through Caelum, and here's the new 'special' values: Fly: 20 Trample: 10 Research: 10/pt. Sceptic: 50 (includes Stealthy(0)) Healing: 20 Again, this is in Name/Current Value/Calculated Value format. C'tis: Taskmaster,40,36 (does this have animal awe?) Commander of C'tis,40,38 Lizard Lord,60,48 High Priest of C'tis,120,85 Hierodule,40,38 Sauromancer,180,219 Shaman,110,103 Lizard King,280,217 Empoisoner,110,117 Desert Tombs C'tis: Keeper of the Tombs,110,103 Miasma C'tis: Marshmaster,220,211.75 Arcoscephale: Scout,20,20 Mounted Commander,60,60 (this tells me I'm on to something about the 'mounted' thing) Hoplite Commander,40,33 Hypaspist Commander,45,35 Strategos,65,45 Priestess,110,107 Mystic,180,166.875 Astrologer,180,187 Arcoscephale, Golden Era: Myrmidon Champion,35,34 Chariot Commander,70,76 Wind Lord,175,118 Engineer,60,65 Icarid Champion,50,51.5 Philosopher,50,52 Sceptic,50,54 Caelum: Caelian Scout,20,47 Storm General,35,59 Seraph,100,154 High Seraph,175,303.5 Seraphine,90,108 Caelum,Return of the Raptors: Seraph,140,154 Harab Seraph,90,100 Harab Elder,270,277 (Yes, Caelum is under-priced just about across the board.) Working on more... don't know exactly when I'll have it all up. |
Re: Random Picks and Modding...
I am finished with the national commanders. I will be posting the actual and calculated costs shortly. I am currently going back and inputting all the data into Excel, to double-check my work (I was doing it by hand before). Just a couple of comments for now.
Base Pan is (surprisingly) costed exactly right. Centaurs are not considered 'mounted'. My rubric pegs the cost of the Vanheim leaders. Once I post, I would greatly appreciate people's input as to the various costs associated with the various abilities. As it is right now (in Excel), I will be able to rapidly change the values (and thus the totals), as a way of trying to fine-tune this. Also, if any modders want to see how their commanders do under my rubric, please LMK (the raw data on the commanders would also be nice). Finally, isn't there a mod that gives you access to every unit in the game? If there is, please LMK so that I can do the same for the independent commanders that I did for the national ones. |
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There is a map that gives you all units, but you wouldn't see their current gold cost from there. Edi has made excel spreadsheets that contain that information, they are on Arryn's site at http://www.dominions-2.org/
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I used to have those. Are they accurate? (Not throwing stones... it's one thing to see the game info in front of me; it's quite another to work through a spreadsheet.)
In other news, here's the 'mass printing' of the calculated vs. 'real' costs of the national commanders (sub Oceania and Abysia, for the moment). I will edit this post with their information when I work up just a bit more sticktoitiveness. BTW, capital-only commanders gain a 10% reduction in price, after all calculations; Commander prices are rounded to the nearest multiple of 5; and it will be in the format of Commander Name,Real Cost, Calculated Cost. Atlantis: Atlantian Scout,20,30 Shambler Chief,50,50 Consort,80,90 Coral Queen,230,240 King of the Deep,290,290 Initiate of the Deep,60,45 Deep Seer,180,210 Pythium: Scout,20,20 Assassin,60,60 Centurion,30,25 Emerald Lord,80,50 Serpent Lord,130,75 Theurg Communicant,50,40 Battle Deacon,90,45 Theurg Acolyte,90,65 Theurg,150,190 Arch Theurg,380,375 Hydra Tamer,55,40 Pythium - Serpent Cult: Serpent Lord,130,85 Serpent Acolyte,80,65 Serpent Priest,190,210 Man: Forester,25,30 Castellan,30,30 Monk,30,45 Bard,75,80 Lord Warden,130,70 Daughter of Avalon,80,105 Mother of Avalon,130,140 Crone of Avalon,230,255 Man - Last of the Tuatha: Sidhe Champion,140,125 Sidhe Lord,280,250 Tuatha,390,385 Ulm: Spy,30,30 Commander of Ulm,30,30 Black Lord,130,85 Master Smith,140,150 Siege Engineer,50,30 Priest,50,30 Lord Guardian,80,45 Ulm-Iron Faith: Black Acolyte,40,30 Black Priest,140,140 Ulm-Black Forest: Commander of Ulm,40,20 Ranger Captain,45,35 Illuminated One,80,60 Member of the Second Tier,160,145 Wolfherd,50,35 Fortuneteller,90,80 C'tis: Taskmaster,40,35 Commander of C'tis,40,40 Lizard Lord,60,50 High Priest of C'tis,120,85 Hierodule,40,40 Sauromancer,180,220 Shaman,110,95 Lizard King,280,215 Empoisoner,110,105 C'tis - Desert Tombs: Keeper of the Tombs,110,95 Sauromancer,180,225 C'tis - Miasma: Marshmaster,220,210 Arcoscephale: Mounted Commander,60,65 Hoplite Commander,40,40 Hypaspist Commander,45,40 Strategos,65,50 Priestess,110,105 Mystic,180,165 Astrologer,180,170 Arcoscephale - Golden Era Myrmidon Champion,35,40 Chariot Commander,70,75 Wind Lord,175,95 Engineer,60,60 Icarid Champion,50,45 Philosopher,50,45 Sceptic,50,50 Caelum: Caelian Scout,20,45 Storm General,35,60 Seraph,100,155 High Seraph,175,305 Seraphine,90,110 Caelum - Return of the Raptors: Harab Seraph,90,100 Seraph,140,135 Harab Elder,270,250 Ermor: Centurion,30,25 Ermorian Cultist,45,30 Thaumaturg,130,120 Grand Thaumaturg,340,315 Marignon: Paladin,130,65 Friar,40,50 Inquisitor,110,115 High Inquisitor,210,225 Initiate,65,50 Witch Hunter,150,155 Grand Master,270,305 Marignon - Conquerors of the Sea: Captain,75,35 Chartmaker,90,80 Royal Navigator,200,205 Missionary,60,45 Admiral,100,40 Marignon - Diabolic Faith: Diabolist,80,65 Goetic Master,190,205 Pangaea: Black Harpy,20,45 Centaur Commander,60,60 Minotaur Lord,60,75 Centaur Hierophant,80,100 Dryad,110,140 Pan,350,350 Pandemoniac,320,265 Pangaea - New Era: Cataphract Commander,60,60 Minotaur Commander,60,65 Keeper of Traditions,90,90 Dryad,110,110 Pan,350,290 Pangaea - Carrion Woods: Panic Apostate,320,290 Black Dryad,90,100 Vanheim: Herse,30,25 Vanherse,160,160 Vanjarl,280,280 Dwarven Smith,180,190 Vanadrott,380,325 Vanheim - Mitgard: Vanherse,160,145 Vanjarl,280,255 Galderman,160,165 Volva,120,115 Vanaheim - Helheim: Hangadrott,400,385 Svaltalf,180,165 Jotunheim: Chief,50,75 Jotun Scout,50,95 Jotun Herse,60,85 Jotun Jarl,130,105 Jotun Gode,200,130 Vaetti Hag,55,55 Jotun Skratti,250,245 Gygja,250,205 Jotunheim - Utgard: Seithkona,90,70 Norna,220,190 Jotunheim - Niefelheim: Niefel Jarl,500,360 Gygja,250,230 R'lyeh: Traitor Prince,60,70 Illithid Lord,80,85 Star Child,85,105 Starspawn,150,190 Starspawn,280,300 Mictlan: Tribal King,40,50 Mictlan Priest,80,70 Priest King,250,235 Rain Priest,230,200 Moon Priest,230,200 High Priest of the Sun,390,350 Tien Chi: General,80,70 Eunuch,25,10 Imperial Consort,40,15 Ceremonial Master,50,30 Minister of Rituals,100,60 Master of the Way,100,85 Celestial Master,250,195 Prince General,150,85 Tien Chi - Spring and Autumn: Noble,80,85 Master of the Dead,75,60 Master of the Five Elements,190,140 Celestial Master,250,235 Tien Chi - Barbarian Kings: Khan,100,85 Machaka: Machaka Chief,30,30 Machaka Commander,45,40 Spider Lord,100,90 Ear of the Lord,70,65 Eye of the Lord,50,60 Voice of the Lord,90,80 Witch Doctor,80,65 Sorcerer,190,170 Hunter Lord,170,90 Black Sorcerer,250,205 Sorceress,110,80 Bane Spider,150,70 A couple of things to note: The Philosopher now has the same cost as a 1-path mage. Researches two better, but can't cast rituals/forge items/find sites. The Witch Doctor has the same research per turn that a 1-path Holy-2 priest has. So, in exchange for not being sacred, he has two more paths to ritualize/forge/find. Now, I will try to find space for my mod somewhere, and then link to it from here. Something that will be in my mod is to increase the Astral and Death site-searching spells to 2-path required (and reducing Death's cost to 2). I feel that it breaks an otherwise equitable relationship. Voice of Apsu will also be moved down to Conjuration-2. Once I have the mod posted, I need people to test it. Specifically, I'm afraid that if I follow the rubric, Caelum will definitely break, and R'lyeh will have problems. While testing this version, I will be looking at another version that has slightly different magicpath costs. This is to try to alleviate the 'cheap 1-path mage' issue, but it will break R'lyeh and Caelum even more, so more analysis will be needed. Anyway, comments are greatly welcomed. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Random Picks and Modding...
Niefel Jarl is worth 500 gold =)
TC Consort for 15 gold? When I play TC I pump out consorts like crazy. They're already one of the best units in the game... IMO. Eunuch for 10 gold? ...to good for a leader, even a terrible one. 15 or 20 gold seems like a good absolute minimum. 45 for a black harpy is too much unless you give them leadership. 30 gold for a forester? I'm not really sure if anyone uses them now... And considering all of Man's (Avalon) mages are capitol only, increasing the price is painful. 70g Lord Wardens are pretty crazy, too... IMO. C'tis: Even at 35 nobody will buy a taskmaster. Bane spider at 70? ... No, I refuse to play against Machaka with that setting http://forum.shrapnelgames.com/images/smilies/happy.gif Those are incredibly good assassins that come with 10 death gems worth of magical weaponry. Empoisoner also shouldn't drop in price considering their potency. Well, those are just a few preliminary thoughts. I'm think that complexifying your formula to a form like (x^2+.5xy+(a+bc)^1.5)*10+(a^1.2+f+2x)*5+15 might be necessary to get a good result, rather than using a purly additive formula like x+2y+a+5b+c+15. I can't imagine making a purely additive formula that "considered" all of Dominions' complexities. |
Re: Random Picks and Modding...
Incedentally, here's a formula I made for caulculating the worth of a unit's physical stats:
HP*((6+Prot)/6)*((Mor)/10)*((1+MR)/11)*(9/(6+Enc))*((3+Str)/13)*((2+Att)/12)*((1+Def)/11)*((3+Move)/5)*((40+AP)/50) Go ahead and tell me how useful/worthless you think it is http://forum.shrapnelgames.com/images/smilies/happy.gif A 'normal unit' with 10 hp, 10 att, 10 def, 10 str, 10 mor, 10 mr, 10, AP, 3 enc, 2 move, and 0 prot will come out as 10 gold. Also, I weighted defense more than attack and strength, and AP the least of all... I dunno, it works ok I guess. |
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I am confident that, if there is a more complex formula, it is not much more complex than the (very) simple formula I am currently using. I know others have mentioned 'prioritizing' the various stats, but then you could wrangle forever on which are more important. I am currently considering applying a 'diminishing returns' idea on the specials... as a note, the reason Caelum and Pangaea's commanders are so expensive is the large amount of specials they have. Perhaps if there is a 'full cost/75% cost/50% cost' diminishing cost on specials, it might assuage the issue. OTOH... there are some that have many specials (Vanheim, for instance) that come out right on... I'll have to work on it. |
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Here's the difference: Lets say you have a guy with 20 HP, 20 Att, 20 Def, and everything else 'average'. An additive formula would tell you hes worth 40 gold, where as a multiplicative one would say 80. I guess Im more inclined to believe the latter, but maybe someone could run some quick combat sim tests to see how many 'average' troops that guy would be worth. Well, the real reason I went multiplicative was that for my mod I had a guy with 5 HP, 5 Str, 5 MR, etc. who came out with a negative cost... http://forum.shrapnelgames.com/images/smilies/fear.gif |
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Of course, the way I play is not necessarily an effective way to play... http://forum.shrapnelgames.com/images/smilies/happy.gif |
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OK, scratch that old and busted formula; that was just something basic to start off on. Here's the new hotness:
sqrt(((HP*(10.0+Prot)*Def*MR)/1000.0)*((Str*Att)/10.0))*((3.0+Move)/5.0)*((40.0+AP)/50.0)*(9.0/(6.0+Enc))*((Mor^log10(7))/7.0) Comments: HP, Prot, Def, MR, Str, and Att are all wieghted the same now. The square root does not encompass Move, AP, Enc, or Mor. log10(7) = 0.84509804001425683071221625859264 (about), meaning that about 22 Mor is worth twice as much as 10 Mor (instead of just 20 Mor being worth twice 10). I chose to use a logarithm with base 10 so that, for unit with 10 Mor, the equation (Mor^log10(7))/7 will equal 1, so a unit with 10 Mor will be 'average'. The basic idea is: sqrt(defensiveness*offensiveness)*other. I decided upon this because in a simplistic system where the units only have 2 stats, HP and Damage, an ideal cost formula is sqrt(HP*Damage). I counted MR as a defensive capability, but it could be brought out of the square root to be weighted more heavily. I didn't really know what to do with Enc, so I just threw it in so that a unit with 0 Enc is worth 50% more than the same unit but with 3 ('normal') Enc, and the same unit but with 12 Enc is worth half as much. |
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I have a n00b modding question: How much is the 4th magic school worth? Ive been counting it the same as the 3rd school (10, 30, 50) so far... so that F2E2D1?1 costs 183.75.
Also, a few questions about your costs: How much did poison resistance end up being worth? 10, same as elemental resistance? Less? What about being an animal? I would think that does more harm than good, right? 50% increase for sacred troops, but not commanders, right? Is the capital only reduction 10% or 20%? One more question: What's with the 'Death Poison'? How much damage does it do? |
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Would you perhaps give me what you think each path of magic should cost? Quote:
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Perhaps, but this almost sounds like chicken-and-egg. Perhaps they are so important because the gems needed to power their spells are so easily found (comparatively speaking). Anyway, I will take your comments under advisement. |
Re: Random Picks and Modding...
Death Poison: 35 damage IIRC. Animal is a negative feature.
As for morale value... it's sort of an s-curve with the steepest part around 9, with asymptotes at maybe 5 and 16. I can't think of an s-curve equation offhand. At any rate, morale 14 is perhaps twice as valuable as morale 10... and above that it doesn't matter much. From my observations. |
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Would it be better if catching a stealthy unit created an Assassination-type encounter? Quote:
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If you say so. I've seen quite a few 'assassin builds' around that are quite effective at any point. |
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Which is why they're so low. *sigh* It seems apparentto me that people seem to think that the under-costed mages are the 'right' ones, and everything else is horribly overcosted. |
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How about: (((x/10)-1)^(1/3))+1 <font class="small">Code:</font><hr /><pre> Morale Cost 6 0.26 7 0.33 8 0.42 9 0.54 10 1.00 11 1.46 12 1.58 13 1.67 14 1.74 15 1.79 16 1.84 17 1.89 18 1.93 </pre><hr /> |
Re: Random Picks and Modding...
Scott,
I think you are on the correct path with your costing. The power of Caelum and C'tis almost 100% come from their mages and this is refelect in your increase of their cost. Your changes will clearly change the flavour of the game. Many people really like the current optimization points ( Caelum, magic dominating, etc ) but it would also be interesting to see how your mod plays out. WRT Spies they really should cost more. A spy is worth far more than a scout. I also think that making the cost reduction of a capital only commander a function of the number of capital only commanders a great idea. Actually it should probably be some kind of percentage formula. But I'm sure you will work it out. |
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Or maybe dump the equation and pull something like this:
<font class="small">Code:</font><hr /><pre> Morale Cost 0 0.00 1 0.05 2 0.20 3 0.32 4 0.41 5 0.47 6 0.50 7 0.70 8 0.85 9 0.95 10 1.00 11 1.10 12 1.30 13 1.60 14 2.00 15 2.12 16 2.23 17 2.33 18 2.43 19 2.51 20 2.60 21 2.67 22 2.74 23 2.79 24 2.85 25 2.89 26 2.93 27 2.96 28 2.98 29 2.99 30 3.00 </pre><hr /> Quote:
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Cap minimum at .5, and cap maximum at 2.5. Morale 20 is NOT worth any more than morale 19. Not even .1%, and certainly not the 4% or so that your chart lists... since above 16 or so, units will almost never fail morale saves or repel rolls. I've never seen units with 18 morale retreat (when in their own squad). Morale below 5 (from what I understand of the morale formulas) no longer has any real effect. Units with 5 morale will virtually always fail morale saves and repel rolls (that hit), so a morale 1 units is as useful as a morale 5 unit. Thanks for generating the chart! |
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And that loss would be far more than 30-50 gp, as he would never know just where that assasin was going to be the next turn... Especially if he has flying boots. One would need to have 5+ scouts with any army that moves near enemy area, and either lots of scouts or lots of patrollers (or pd) in research provinces.
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1) You and the other good/knowledgable players really liked math. 2) The reason I'm not very good at Dom2 is that I wasn't using enuf math, and was worrying too much about silly notions like reducing the other side's ability to fight. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Hmm... maybe I was kidding a little. I actually like math, until people start talking about eigenvalues and integrating high-degree trig functions http://forum.shrapnelgames.com/images/smilies/wink.gif |
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And if they didn't? And what you term 'decent' I term 'overpowered', by and large. However, I am not trying to 'mod' the game to what I think is fair or balanced. I am trying to see if I can come up with a rubric that calculates the gold cost of a commander accurately. To that end, I am going to raise the 'first path, first level' cost from 30 to 50, and recalculate the mages. I will probably also have to make Holy magic the same as the first path magic (50,90,150), and it will again come closer to current costs. |
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Quite possibly, -10g,-5g for each commander after the first, would work. It sort of feels weird for me to have one percentage-based calculation, and no others. |
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A game with these costs ( although the Nifel Jarl has to be worth more ) Sable Cherry's troop costs, Zen's spell mod, a crushing of battlefield spells ( a-la the mods Soapy has been running ), the change of all 0 enc to 1 enc, and the removal of life drain would be just swell for me http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
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Then again, I do play on small maps normally, so the games don't last that long. Quote:
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Spells that can significantly improve the abilities of normal troops at easier to reach research points than alteration 9. More games should be played on the rich setting as well, as it places the magic/might balance point at a considerably different location. Or just mod the game so that every province produces twice as much gold. Change encumbrance and fatigue so that they are less granular, and so that stronger and larger creatures aren't as fatigued by their armour. |
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In Master of Magic the problem was solved by combination of unit buffs and more powerful experience levels which only affects nationl units.
One thing I think would like is that summonables with 14+ stats would start with few experience stars and get their stats lowered so that it amounts the same thing. Then elite and experienced nationals would have some change of killing Devils etc, as they wouldn't have gotten the same bonuses as fast. |
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If you are in the camp who thinks SC's are too powerful then simply changing all units to have at least 1 base encumberance and removing lifedrain weapons works swell. |
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BTW, I'm experimenting with Last of the Tuatha Sidhe Champion rush, and it's looking good so far. While not the fastest thing in the world, it's certainly rather solid, and doesn't suffer from the 'screening' problems you mention below. Quote:
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Re: Random Picks and Modding...
Pursuant to the conversation Graeme and I had in this thread, here's a list of mage costs using a slightly different formula. It uses the Caelian Seraph and the 'low end' mages (Seithkona, etc.) as a balance point.
Warning: This is rather radical, and uses a cost reduction gradient for capital-only commanders. King of the Deep - 180 Initiate of the Deep - 50 Deep Seer - 155 Theurg Acolyte - 80 Theurg - 140 Arch Theurg - 310 Serpent Acolyte - 80 Serpent Priest - 165 Daughter of Avalon - 65 Mother of Avalon - 80 Crone of Avalon - 155 Sidhe Champion - 95 Sidhe Lord - 135 Tuatha - 205 Master Smith - 100 Black Priest - 130 Illuminated One - 60 Second Tier - 100 Fortuneteller - 80 Sauromancer - 160 Shaman - 80 Empoisoner - 75 Keeper of the Tombs - 100 Marshmaster - 145 Priestess - 110 Mystic - 135 Astrologer - 140 Seraph - 100 High Seraph - 190 Harab Seraph - 90 Seraph - 90 Harab Elder - 180 Thaumaturg - 130 Grand Thaumaturg - 285 Inquisitor - 110 High Inquisitor - 210 Initiate - 60 Witch Hunter - 120 Grand Master - 245 Diabolist - 80 Goetic Master - 150 Chartmaker - 80 Royal Navigator - 150 Dryad - 110 Pan - 195 Pandemoniac - 160 Dryad - 80 Pan - 170 Panic Apostate - 170 Black Dryad - 80 Vanherse - 100 Vanjarl - 150 Vanadrott - 205 Dwarven Smith - 130 Galderman - 120 Volva - 80 Hangadrott - 235 Svartalf - 115 Vaetti Hag - 60 Jotun Skratti - 150 Gygja - 135 Seithkona - 90 Norna - 135 Niefel Jarl - 500 (since everyone agrees he's worth that much) Starchild - 60 Starspawn - 130 Starspawn - 180 Mictlan Priest - 80 Priest King - 140 Rain Priest - 140 Moon Priest - 140 High Priest of the Sun - 240 Master of the Way - 100 Celestial Master - 160 Master of the Dead - 80 Master of the Five Elements - 130 Celestial Master - 190 Witch Doctor - 80 Sorcerer - 130 Sorceress - 85 Black Sorcerer - 140 Anathemant Salamander - 130 Anathemant Dragon - 270 Warlock Apprentice - 90 Warlock - 175 Demonbred - 160 Newt - 80 Sanguine Acolyte - 80 Sanguine Anathemant - 130 |
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Lots of cheap mages! Do you have what the Niefel Jarl would have been with your formula? |
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