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Re: Infantry Balance Mod
Good point about the scout.
Perhaps the Scout is undercosted. Let look at the other sacred non-holy leaders. IIRC the sacred non-holy leaders are: the Shaman, the Wind Lord, the Hunter Lord, the Lord Warden, Keeper of Tradition, the Communicant, and the Prince General. All of the ones with combat potential ( everything except for the Shaman and the communicant ) are seriously expensive. I personally think that it is the scout which is out of wack and undercosted and not the Jotun Herse. As a matter of fact, I consider the Herse one of the more exploitable units in the game. |
Re: Infantry Balance Mod
Question: in order to do this, it looks like you went through and figured out what al the weapon numbers corresponded to. Any chance that list is stored somewhere?
And another question: If you give a unit a weapon like "fire flies", does it actually shoot out a pile of those dinky little fires, or does it try to wield them as a melee weapon somehow? And if the former, how much ammo does it have? -Frank |
Re: Infantry Balance Mod
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Additionally, its the choice of castle, not prod scales that effects production most. So as Ulm, in any non-blitz game, you would want to pick a Wizards Tower, since it is cheap/fast to build and has good production. This allows you to ramp up the total production of your empire far more than any prod scale. The only nuisance is that you have to muster your troops from many forts (easy for BKs, hard for footsoldiers) Quote:
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Re: Infantry Balance Mod
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Fire Flies (like all spells) cannot specifically be given as a weapon, although multi-shot ranged weapons can be created, and it may be possible to replicate Fire Flies with a cleverly-designed weapon. Ammo can be modded, and ranged weapons are only used ranged, never in melee. A unit without a melee weapon will have "fist" or "claw" by default. Download Illwinter's mod manual for more info. BTW, also remember that ranged weapons do not cause fatigue. Quote:
Stats: Xbow: 10ap damage, rate 0.5, range 32. Arbalest: 12ap damage, rate 0.333, range 45. Hitrate versus a 2-defense shield (like a round shield): Xbow: 30.2%. Arbalest: 45.7% or maybe 100%. Hitrate versus a 3-defense shield (like a kite shield): Xbow: 24.7%. Arbalest: 45.7% or maybe 100%. Hitrate versus a 4-defense shield (like a tower shield): Xbow: 18.4%. Arbalest: 45.7% or maybe 100%. Source: http://www.shrapnelcommunity.com/thr...mp;o=&vc=1 So against shielded enemies, modded arbalests are always far better than crossbows by virtue of the greater damage and range; their high hitrate always more than makes up for the lower firing rate. The only weakness of modded arbalestiers is the high rcost. |
Re: Infantry Balance Mod
About Arbalests : Ulm *only* has Arbalests as missiles at start, so even if they're bad they're better than nothing.
Additionally a critical mass of arbalests can rout indies outright, or break a charge (on their 2nd volley on round 4). Even in middle game, Arbalests are the only weapon able to pierce the more common high-protection units. So they're not that bad IMHO. |
Re: Infantry Balance Mod
Another question about Abysia: Do you think it was wise to increase the combat stats of the slayer to match those of human assassins? The slayer has 17 HP and 9 prot. He is very tough. And when I say very tough I mean Indep commanders have a rediciliously low chance of taking him out.
Everyone should have a chance to play Abysia at least once in this mod. It's comical! |
Re: Infantry Balance Mod
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One lifelong protection is enough and a slayer can kill almost any commander/mage unless it is a SC. |
Re: Infantry Balance Mod
Boron,
That's a great strategy for later in the game and makes people's lives headaches. But the stat increase to the Slayer did not really affect the effectiveness of that particular strategy. However if you equip a slayer with a sword of fire he will kill all indep commanders. I ran over 100 assassinations last night and lost 3. He is even better than C'tis empoisioners equipped with a skull talisman. And about equal to an empoisioners with a skull staff and enchantment-3. It's just that good. |
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