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-   -   Crusader MoD (http://forum.shrapnelgames.com/showthread.php?t=19339)

PvK June 13th, 2004 01:21 AM

Re: Crusader MoD
 
15 MR is exposed to magic?

You seem to have some very strong views about balance in Dominions. The best Crusader national units are some of the best units in the game here, and are available from turn one. Consider if the player takes a rainbow mage with Crusaders. He has no need at all for an SC pretender, because he can hire one SC leader and a few near-SC units per turn (5-10 of which can be bodyguards for the RB mage). The RB can site search and make items to multiply the power of the holy knights.

If you want to de-emphasize magic against troops, making one nation which can simply hire the best units in the game (including comparing to late-game magic summons!) isn't an effective way to do it. That just creates one super-unbalanced nation.

What I'd suggest to accomplish that, would be to use High research cost and a low site frequency, and/or to make/use another mod that increases the power requirements and costs of the good and powerful spells. I was sort of thinking of doing one myself, not because I think it's necessary, but because I think it would be an interesting variation.

PvK

[ June 13, 2004, 00:22: Message edited by: PvK ]

PvK June 13th, 2004 02:39 AM

Re: Crusader MoD
 
The PD is currently a Swordsman (who aren't usually leaders) as the leader, and Foot Knights as the regular troops for PD < 20. To be in line with other PD, I would suggest Spearmen with a Landkomtur as leader. Maybe have Foot Knights as the troop type for PD 20+.

BTW, my force of about nine Crusader knights just wiped out a Soul Gate army of 150 or so without getting hurt at all. Fatigue on some guys got up to about 30. We did end up getting a lot of cursed units from SG pretender casting Anathema, though, so we may have to send some back for healing at some point...

PvK

Cohen June 13th, 2004 09:54 AM

Re: Crusader MoD
 
The real problem is the capitol only unit, that I've to wait for site modding, or to replace Jotun capitol only troops, but dunno if it works, how is coded the site.

I'll change PD, since footmen should be the PD, no knight troops.
Dunno if put Archer + (20+)Swordman
or Spearmen + (20+)Xbowmen

They are exposed to elemental magic.
High MR is due to resist against charm, and such things. They're fanatics religious, well suited for ermor fighting.

There should be some inquisitors too when it will become avaiable. (bishop and arch-bishop)

PDF June 14th, 2004 01:48 AM

Re: Crusader MoD
 
Cohen,
Site-specific units are hardcoded one to another : ie site X allow production of units Y and Z. You can recycle the Jotun sites if you use the units ID of the previously-Jotun capitol units.
Another good candidate is the Vale of Horses site : it's unique and normally produces the Horse Brothers units (relatively useless). Look at my Arco mod at IW to see how it's used for new capitol troops.
This good idea is from KO himself indeed http://forum.shrapnelgames.com/images/icons/icon12.gif Only drawback is that if your capitol is conquered the conqueror WILL be able to produce the troops http://forum.shrapnelgames.com/images/icons/shock.gif , as the Vale site doesn't have the "capitol" flag http://forum.shrapnelgames.com/images/icons/icon9.gif

About the mod balance, I agree that most units are a little overpowered, with the leaders and Heroes totally off-balance. No human should have more than 15 hp or stats above 15 either.
But the idea is neat and I like it http://forum.shrapnelgames.com/images/icons/icon7.gif


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