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Re: Draconian Mod Under construction
LOTD (Land Of The Dragonkin) is meant for SP, I havn't heard or seen a MP with mod(s), correct me if I'm wrong. Though if lots of people are requesting it for multiplayer and will gladly use it for that purpose I won't hesistate to make an another Version of it or make the changes in the original.
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As Boron stated, wait with the big-balance-issue untill the first beta release or atleast to I have posted the new unit list. LOTD gonna replace Atlantis, but people can change that easely if they want to. best regards Thilock [ August 02, 2004, 07:15: Message edited by: Thilock_Dominus ] |
Re: Draconian Mod Under construction
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2. Caelum can s-move 3 while the draconians can only s-move 2, also the elite army of Draconians (The temple Lord and Temple guards) can't fly. 3. Perhaps the draconians have higher random magic than T'ien C'hi, but look at it in this way: Arcane Changeling is capitol restricted, all of its magic is random so you can't build up a thoughtfull strategy and put it to use. You have to buy it (spending alot of gold) and then see where it fits. It's gambling http://forum.shrapnelgames.com/images/icons/icon7.gif ...and how much money would a player use on an unit they don't really know turns out? 4. It's an expensive race, means you are using alot of money to buy some few units, also expensive units have high upkeep that keep the player to have fewer units. Fewer units = Easely overun by the enemy. If the enemy have trample units like mammoth, you are really on deep water, it will maul down the expensive draconian units best regards Thilock [ August 02, 2004, 07:05: Message edited by: Thilock_Dominus ] |
Re: Draconian Mod Under construction
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But that's not really the main problem with the unit. It has the same primary problem as the astral priest: why is it there? It doesn't seem to fit the fire-wind theme. Acro and Spring and Autumn are practically built around hefty random-magic units, this one just seems to have been tacked on for the heck of it. I would drop the unit altogether. Overall, the Draconians seem to suffer from kitchen sink syndrone. I think the mages should perhaps be focused a little more, and I like the idea of capital-only recruitable dragons (less powerful than the pretender dragons, but still very good). Also, maybe increase the armor and resource costs of most of their units. I think a neat theme to go for would be a combination of Abyssia (slow, tough, fire-Users) and Caelum (quick, weak, air-Users). You'd end up with a medium-speed, medium-power flying race with the dragons as a really unique feature. |
Re: Draconian Mod Under construction
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I have studied my Randoms -mathbook, and would post the spesific numbers if I were able to calculate them. No luck yet. However, 4 randoms would be much, and even 3 would fill the part you gave for them. Take a look at Arco Mystics. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">hm i think 6 elemental random is nice : probability for 3+ in one skill : probability for 6 + probability for 5 + probability for 4 + probability for 3 = 1/4 to the power of 6 + 1/4 to the power of 5 x 3/4 + 1/4 to the power of 4 x 3/4 to the power of 2 + 1/4 to the power of 3 x 3/4 to the power of 3 = 1/4096 + 3/4096 + 9/4096 + 27/4096 = 5/512 probability total for 3+ in one path . that is by no way too powerful . you can say only ~ 1 of 100 random 6 elemental mages has a power of 3 or greater in one path . only about every 3rd of these has a power of 4 or greater in one path so about 1 of 300 of these mages has a power of 4 or greater in one path . |
Re: Draconian Mod Under construction
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You can think like this. When you have distributed 5 randoms in the worst possible way you have a 2111 mage. So the minimum for 3+ is 25% http://forum.shrapnelgames.com/images/icons/icon7.gif I can post the maths if someone is really interested. Anyways 6 random elemantals is way too powerful IMHO. |
Re: Draconian Mod Under construction
In your analysises you have forgotten the permutations ... so for a SPECIFIC path you have
6+ 1/4 to the power of 6 ~ 0.02% 5+ 1/4 ^ 5 * 3/4 ~ 0.07 % times 6 ~ 0.4 % 4+ 1/4 ^ 4 * 3/4 ^ 2 ~ 0.2% times 15 ~ 3.3 % 3+ 1/4 ^ 3 * 3/4 ^ 3 ~ 0.7 % times 20 ~ 13.1 % so it means that you have 13.1 + 3.3 + 0.4 ~ 17 % to have a mage that is at least 3 in a single path ... if you are not insterested in a specific path it is 68 % ... so more that 2 mage every 3 are at least 3+ in something with a 6 elemental random ... too strong! good play Liga Post Edited: ooops ... I have seen only now the Last post [ August 02, 2004, 15:16: Message edited by: liga ] |
Re: Draconian Mod Under construction
thnx liga & turms .
i should have looked in my statistics book before i post this http://forum.shrapnelgames.com/images/icons/icon7.gif 5+ 1/4 ^ 5 * 3/4 ~ 0.07 % times 6 ~ 0.4 % 4+ 1/4 ^ 4 * 3/4 ^ 2 ~ 0.2% times 15 ~ 3.3 % 3+ 1/4 ^ 3 * 3/4 ^ 3 ~ 0.7 % times 20 ~ 13.1 % liga could you please share how you come to 6 , 15 and 20 times exactly ? |
Re: Draconian Mod Under construction
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When I made my first thoughts on how a Draconian Temple priest would be like was a priest who can bless the troops and see beyond the matrial world (astral magic). That's the thoughts that came up when I tried to imagine how such person would be like. An old draconian with a staff, wise and noble, marked by the years. Dressed in extravegant(sp?) robe. So I fail to see your point. Alot of the nations have 2 major magic paths and a minor one that doesn't spoil their themes IMHO. Quote:
I can't see the water-sink problem. Yes the units need some adjustments. That's the beta test for http://forum.shrapnelgames.com/images/icons/icon12.gif I'm open for critizism but I can't see your point of you... but we(Those who wants to beta test and I) just have to see how it fits before denying possible units and heroes. best regards Thilock |
Re: Draconian Mod Under construction
Endoperez and Sindai have both made good points, and I agree with them. Apart from the gold cost, the weaknesses of this race are trivial. Their strengths are equivalent to three normal nations.
1.Flying 2.Scaly 3.Bite 4.Fire Breath 5.Fire resistance 6.Powerful mages of Fire, Air and Astral 7.Decent mage priests 8.The most flexible mage in the game, bar none. Who cares if he's capital only? 9.SC assassins. 10. Almost unlimited searching and forging opportunities. 11. Excellent province defence. Probably. Their biting ability alone could carry a nation. There aren't that many units with multiple attacks, and they are often expensive or have limitations. These guys have a secondary attack as a racial feature. They're going to chew (literally) through the opposition. And that's just one of their minor abilities. |
Re: Draconian Mod Under construction
Here is the stats for the dragons:
Any Idea how muxh the cost should be? Or some modification? They gonna be capitol restricted. Storm Dragon HP: 125 PROT: 18 MORALE: 20 MIR: 20 ENC: 4 AP: 10 Move: 2 STR: 23 ATT: 15 DF: 12 PRE: 10 Abilities: Mountain Survival, Flying, Lightning res (100), Fear, Heal, storm res. Weapon: Bite, claw, Lightning breath Armour: None Cost : ??????? Pyro Dragon HP: 130 PROT: 18 MORALE: 20 MIR: 20 ENC: 4 AP: 10 Move: 2 STR: 25 ATT: 15 DF: 12 PRE: 10 Abilities: Mountain Survival, Flying, Fire res (100), Fear, Heal Weapon: Bite, Claw, Fire breath Armour: None Cost : ??????? Temple Dragon HP: 135 PROT: 18 MORALE: 20 MIR: 20 ENC: 4 AP: 10 Move: 2 STR: 25 ATT: 15 DF: 14 PRE: 10 Abilities: Mountain Survival, Flying, Holy, Fear, Heal Weapon: Bite, Claw, Frost breath Armour: None Cost : ??????? By the way I'm thinking on dropping the Changelings, it seems people think it's a bad Idea. What about letting a commander called 'Story Teller' replacing them. An unit with bard skills? best regards Thilock |
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