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-   -   Mod: Blood Elves (http://forum.shrapnelgames.com/showthread.php?t=30627)

Amos November 7th, 2006 02:06 PM

Re: New Mod: Blood Elves
 
Quote:

Their missiles will always hit at range 25 or less. ALWAYS. Whatever square they choose to target, they hit.

That hasnt been my experience. They miss, a lot. I beat them with Nephilim (light armored if at all). So they are accurate, as the elven archers should be (when did you ever see or read about an elf missing with a bow), but they are far from unbeatable. If I were to change the accuracy it would be unthematic and IMHO unneeded. But if you dont like it fell free to modify.

Amos December 14th, 2006 10:18 PM

Re: New Mod: Blood Elves
 
Version 0.19

Minor graphical changes(ex. Lord Deceiver had a wrong sword). Blood Chalice got 50 regen. Deceiver got a bow(Deceiver's Sting) instead of Vision's Foe which is a crossbow.

Amos February 6th, 2007 02:59 PM

Re: New Mod: Blood Elves
 
Flytrap's #castledef lowered to 10.

Morkilus February 16th, 2007 04:13 PM

Re: New Mod: Blood Elves
 
I really like this mod. I'm a little curious why the Vermillon commander disobeys orders and always charges to his death... maybe he's very anxious to get turned into a tree? Changing into trees after death is very cool, especially after reading Orson Scott Card's Speaker for the Dead.

Amos February 16th, 2007 06:27 PM

Re: New Mod: Blood Elves
 
Quote:

I'm a little curious why the Vermillon commander disobeys orders and always charges to his death...

Its a bug.

Theonlystd February 17th, 2007 03:40 AM

Re: New Mod: Blood Elves
 
haha wow this feels like cheating to be honest .


I like the idea of the Nation but wow every things overpowered. Get 50 archers put them way at the back of the map. Put a few decievers in front of em with hold and attack commands. And watch armys be decimated before meele starts

Amos February 17th, 2007 11:02 AM

Re: New Mod: Blood Elves
 
I destroyed them, archers and all, on Large maps with both Trade Confederation and Nephilim Empire. Just use alot of heavy cavalry if you are playing against them.

Sombre February 17th, 2007 01:54 PM

Re: New Mod: Blood Elves
 
Amos has said several times that they aren't balanced for use against vanilla nations - so give them a go against his other nations. Like the two he just mentioned.

Theonlystd February 17th, 2007 03:12 PM

Re: New Mod: Blood Elves
 
ah well if hes not going for any balance then i guess my comments where pointless ;p

Amos February 17th, 2007 04:49 PM

Re: New Mod: Blood Elves
 
IMHO the best vanilla opponents against Blood Elves are Ulm and Caelum.

Psientist February 20th, 2007 03:26 PM

Re: New Mod: Blood Elves
 
First time I've played with this mod. Very nice; I am enjoying it.

My only comments -
1) having the hamadryads generate earth gems seems a bit much to me (my opinion).
2) it would be nice to have a national ritual spell that capitalizes on the whole reforestation / blood thing.

Good work!

Amos February 20th, 2007 09:35 PM

Re: New Mod: Blood Elves
 
Quote:

1) having the hamadryads generate earth gems seems a bit much to me (my opinion).

Its nature gems. And only Hamadryads created from leaders produce them. As a solution I could dramatically lower the home province gem production. Although in none of my games as Blood Elves I had an unbalancing amounts of nature gems produced. Too few of my trees survive to produce them.

Quote:

2) it would be nice to have a national ritual spell that capitalizes on the whole reforestation / blood thing.

My head is in the Insectoid mod at the moment but if you have any ideas for the spell and if it doesn't clash with the concept I'll see about adding something like that.

Psientist February 22nd, 2007 01:56 PM

Re: New Mod: Blood Elves
 
Well, after I played it a bit more, the nature gems - as you stated - didn't seem that unbalancing. Most of my hamadryads ended up located in remote provinces, which would require either setting up a laboratory, or some circuit-rider commanders to go around and "harvest" the "hamadryad fruit". Which seems to fit in well with your theme.

I *did* end up compensating by setting blood-hunters where hamadryads were, and building laboratories there when I could afford them. That way my Pretender could easily pool their gems/virgins whenever.

Quote:

My head is in the Insectoid mod at the moment but if you have any ideas for the spell and if it doesn't clash with the concept I'll see about adding something like that.

Oh, how about:
- "Hatred of the Trees" - forests in enemy territories grow, and cause increasing unrest.
- "Bitter Fruit" - enemy units in friendly domains have a chance of horrormarking. Perhaps only in forest territories.
- "Forests Reborn" - forests grow in friendly domain. (still haven't played around with spell modding; but I assume that changing province attributes isn't possible anyway).
- Bind lesser horror. My mages are attracting horrors like flies in my test game; what better horror defense than a few tame horrors as guardians?


I also thought it might be an interesting idea to have a "sister" nation to the blood elves that was underwater.

At any rate, fun mod!

Psientist February 23rd, 2007 12:26 PM

Re: New Mod: Blood Elves
 
One more idea, possibly "doable", given the changes in the 3.06 patch:

- a revision of the "lifetime protection" item that generates during battle something demon-forest themed - like thorn trees (FROM HELL!), or angry roots from the ground.

Amos March 26th, 2007 07:08 AM

Re: New Mod: Blood Elves
 
Version 0.21

Repriced everything. If you liked balance from previous version Do Not update.

Quote:

One more idea, possibly "doable", given the changes in the 3.06 patch:

- a revision of the "lifetime protection" item that generates during battle something demon-forest themed - like thorn trees (FROM HELL!), or angry roots from the ground.

Psientist, I'm finished with Stigian mod for now so I'll start playing with spell modding for this one and maybe I'll end up with something interesting (if I dont get distracted and start another mod).

Psientist March 26th, 2007 06:04 PM

Re: New Mod: Blood Elves
 
I'll watch with interest.

Amos March 27th, 2007 01:41 AM

Re: New Mod: Blood Elves
 
Version 0.22

Maybe I'm just too tired but all I could come up with is an enhanced version of "Tangle Vines" and "Wild Growth" ("angry roots from the ground" of a sorts). It entangles plus banes (I added the damage for both together). Everything else is either impossible to do or is already in the game. Giving them "Bind lesser horror" is unthematic. I added the vines spell.
"Hatred of the Trees" is possible only without "forest growth" part. I'll just have to copy the "Blight" spell. Though when it hits it will be Blights description I imagine. No way to change that.

PashaDawg April 1st, 2007 10:33 PM

Re: New Mod: Blood Elves
 
I'm gonna give this Mod a whirl this week... looking forward to it. Jurri and I are gonna try an all-Amos-mod duel. http://forum.shrapnelgames.com/images/smilies/happy.gif

Amos April 3rd, 2007 10:34 AM

Re: New Mod: Blood Elves
 
Version 0.23

Another attempt at balance:

-Archer and Light Rider prices raised;
-Some other prices lowered (Grotesque and Blood Chalice significantly).

Amos April 3rd, 2007 02:38 PM

Re: New Mod: Blood Elves
 
Version 0.24

Found many small errors in description as well as in function.

Amos April 25th, 2007 02:28 AM

Re: New Mod: Blood Elves
 
Fixed magicboost error.

Amos April 25th, 2007 09:00 AM

Re: New Mod: Blood Elves
 
Version 0.25

Lowered prices for: Archer 12, Chohei 11, Light Rider 51, Lancer 55;
Raised resource requirements for cavalry and Alfar Bow.

Amos May 4th, 2007 06:26 AM

Re: New Mod: Blood Elves
 
Version 0.26

Inventory fixed.

Amos May 12th, 2007 01:56 PM

Re: New Mod: Blood Elves
 
Version 0.27

-Changed armor costs;
-Added 2 more units (Alfar Warrior and Vodyanoi);
-Added 6 more summoning spells (Homunculi and Grotesque are now summoned as was intended from the beginning);
-More changes and fixes.

Xietor May 13th, 2007 04:06 AM

Re: New Mod: Blood Elves
 
Very nice graphics. Dr Praetorious suggested the use of the blue druid tga file for the epic hero he did for the epic hero mod. I downloaded the mod, and the graphics were so nice.

I have to figure out a way to use that venus fly trap in my mod(you would be given full credit of course!).

Amos January 28th, 2008 10:36 PM

Re: New Mod: Blood Elves
 
Version 0.28

- Changed nation number to 73;
- Fixed "Demonic Roar" weapon;
- Gave "Storm Lord" stormpower.

Amos January 28th, 2008 10:38 PM

Re: New Mod: Blood Elves
 
Bump so you dont miss an important update because of the page jump.

Amos February 7th, 2008 09:32 AM

Re: New Mod: Blood Elves
 
Version 0.29

- Another price revision;
- Lowered pretender price;
- Gave the Arch Druid research bonus;
- Removed Fey's research;
- Lowered provincial defense numbers.


I should probably redo most of the sprites. This was one of my first mods and it shows.

DrPraetorious February 7th, 2008 11:46 AM

Re: New Mod: Blood Elves
 
I think that the sprites look cool, they mostly need cleanup - stray black pixels removed, that sort of thing.

When would be a good time to fork your LA mods into the megamod? I've been making balance notes to myself but haven't yet actually changed anything.

Purely by way of example, these were the notes I had on the previous version:
* Blood Elves
- Some of the descriptive text needs cleanup.
- Notes: Capital is wank (Admin 30), especially for the late era. It could be a tel city (admin 40), at the least. Low capital admin should figure into unit costs, which are too high even for average admin.
- Spells are all reasonable on a first pass.
- Prince of many faces: loses immortality, reduced to fire magic 2, slight statistic reductions, cost lowered to 150 pts.
- Several of these sprites need background cleaning, they've got stray black pixels.
- Cavalry and cavalry commanders should not be animals. Cavalry commanders no longer turn into trees (flavor text update), and are no longer sacred. Cost reduced to 75 gp for Vermillion, 85 gp for Crimson. This means you will actually use the Crimson Commanders as blood hunters.
- Lancer and Light Rider reduced to 40 gp.
- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).
- Still considering what to do with sacred heavy inf. and commanders that turn into trees. Needs playtesting. At present they are hugely expensive so recruiting them everywhere seems almost irrelevant. Is there some occult significance to the #s 101, 122 and 158?
- Ritualist cost reduced to 90 gp (and he's still overpriced, compare to the minister of magic from MA T'ien Ch'i.)
- Blue Druid reduced to H2. Cost lowered to 200 gp. Considering making them capital only.
- Green Druid reduced to H1. Cost lowered to 250 gp (healers can cost as much as you want.) Considering making them capital only.
- Archdruid reduced to H3, given an AWE random and a 10% chance for an AWEN random.
- Lord Militant should probably be a hero?

Amos February 7th, 2008 07:51 PM

Re: New Mod: Blood Elves
 
Quote:

When would be a good time to fork your LA mods into the megamod?

I'm mostly done with the changes for now.

Quote:

- Several of these sprites need background cleaning, they've got stray black pixels.


Do you have a list?

Quote:

- Cavalry and cavalry commanders should not be animals.

I make them animal for a reason. The horse under the rider will not attack a unit with animal awe. I'm thinking of giving this attribute to all the pikes in my mods.

Quote:

- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).


Reasonable. I may do so myself. I made them for AI to use.

Quote:

Is there some occult significance to the #s 101, 122 and 158?


Do you mean the cost? I do the occult thing with stats sometimes (13 with dark forces, 7 with angels). But thats not the case here. Those units turn into Homunculi which I have estimated as 50gp for pricing. I didnt even include the price of the gem producing trees. Otherwise they just cost too much.

DrPraetorious February 8th, 2008 01:48 AM

Re: New Mod: Blood Elves
 
Okay, I'll start grabbing the current versions and working from those.

I should say - I'm aware of why you gave the Cav. animal. If I were going to include a mod that turned *all* Cav. animal (and/or a pikemen/longspears mod that gave pikemen animal awe) this is what I would do as well. However, barring such a mod, it's inconsistent for one nation to have animal on the cav and not others.

All of the Cavalry have stray black pixels around the tail of the horse. The Senshi have black pixels particularly around their right-hand weapons (which would be on our left looking at the pic,) the deceiever and the venus flytrap have them all over.
I think the storm lord has some on the bottom side of his weapon.

It's not a huge issue except with the flytrap, which has a positive halo.

I've got some comments and questions on your other mods which I'll send in a forum message.

Amos February 8th, 2008 02:17 AM

Re: New Mod: Blood Elves
 
Tnx. I'm adding animalawe 3 to all the pikes because otherwise there is no point in having them in the mod. Units with long spears carry shields. Pikes usually get ignored when recruiting because units with shields are always superior. If you think its inconsistent feel free to remove this attribute in the Megamod.
I'll try to do the sprites and the Venus summoning spell today.

Amos February 8th, 2008 10:11 AM

Re: New Mod: Blood Elves
 
- Alot of small sprite changes and corrections;
- Venus Flytrap can be summoned, instead of recruited, through the "Grow Venus Flytrap" spell.

Amos February 9th, 2008 03:31 AM

Re: New Mod: Blood Elves
 
As per DrPraetorious suggestion:

- All Druids had their holy magic and price reduced;
- Fort was changed to Citadel with admin of 40;
- Arch Druid was given a random AWEB 25%.

Amos February 10th, 2008 04:56 AM

Re: New Mod: Blood Elves
 
Quote:

Low capital admin should figure into unit costs, which are too high even for average admin.


DrPraetorious, that was intended to limit the numbers of the elves on the battlefield. They are not meant to have huge armies but small, highly effective ones.

DrPraetorious February 10th, 2008 01:18 PM

Re: New Mod: Blood Elves
 
Ah, well, that's true - but in that case, they need better stats or something http://forum.shrapnelgames.com/images/smilies/happy.gif.

But that was a typo, I meant - low capital admin should figure into *mage* costs. The gold cost of units is actually pretty negligible for most nations, although not at all for this one.

I'm going to do a bit more testing and fiddling.

Amos February 25th, 2008 04:12 PM

Re: New Mod: Blood Elves
 
Version 0.30

Lowered "Fey Assassin" HP by half and reduced his price.

Amos February 26th, 2008 12:38 PM

Re: New Mod: Blood Elves
 
- Storm Lord got Air 3 and higher price;
- Crimson Commander replaced Storm Lord as a PD commander;
- Lord Militants sprite finally got a shadow.

Amos March 8th, 2008 11:13 PM

Re: New Mod: Blood Elves
 
- Gave "Green Druid" springpower 3 and raised animalawe to 1;
- Added a new spell "Contact Goddess of Magic" (She is unique. She should be a heretic but i couldnt give her uniqueness and heretic at the same time).

Amos July 30th, 2008 05:24 AM

Re: New Mod: Blood Elves
 
Version 0.31

Changed unit numbers to 2600-2630.
When the new patch comes out remind me to fix the Goddess of Magic.

Amos August 30th, 2008 02:12 PM

Re: Blood Elves
 
Version 0.32

- Added a new unit "Hamadryad Seedling" as a domsummon for Hamadryad;
- "Demonic Roar" weapon is now a mind weapon;
- "Goddess of Magic" is a heretic now;
- "Storm Lord" got #stormimmune;
- "Grotesque" is a #stonebeing;
- "Blood Chalice" got #bloodvengeance 1 and a raised cost of 225.


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