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Re: Forest Of Loren - Release
Nice mod Thilock http://forum.shrapnelgames.com/images/smilies/happy.gif . My first glance at it looks very promising and your Unit-Graphics are really superb .
I will start a few SP-Games with it for sure after finishing my first 1 or 2 Hoi II campaigns http://forum.shrapnelgames.com/images/smilies/happy.gif . |
Re: Forest Of Loren - Release
No, I havn't uploaded it yet with the new changes. I thought it was minor changes which wouldn't affect the game play.
Great with all the feedback http://forum.shrapnelgames.com/images/smilies/happy.gif....I'm surely get busy to solve all things out, thanks http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Forest Of Loren - Release
But if you're curious how the new flag looks like: http://thilockdominus.freehomepage.c...hotnewflag.jpg (big file 1431.25 KB)
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Re: Forest Of Loren - Release
Updated the FOL. Changed some of the unit stats and cost.
It can be downloaded at the first post. I have included the old banner if some don't like the new banner. It's in Fol_Animation/Icons change OldFOL.tga to FOL.tga |
Re: Forest Of Loren - Release
ok -- Great mod Thilock!!
These are my first impressions. - I really really like the work you did here. The graphics are incredible. In fact, they are fantastic. Hat's off! - I have no idea what Warhammer is. I have heard that word once or twice, but have no clue what it is. Sorry if I am therefore misreading something... Since many of your descriptions still read "test", I cannot exactly make sure of a lot of it. You may want to contact a native-speaker of English for some of this (you can contact me!! I would be happy to help) to polish it up. Since there is not yet any description, I didnt understand the water path on the Forest Priestess. In terms of balance, I want to say this to contextualize my suggestions below: The pros: - There are no non-stealthy units whatsoever. The entire recruitable force is without exception stealthy. - With only one exception, the least amount of stealth any unit has is +10. Every single unit but the Treant has a stealth rating between +10 and +20. This also includes the armored troops with prot 10+. - There are quite a number of very variable units -- 11 troops, ranging from the butch treant to the lightning-resistant faery to the prec-14 archer to the awesome unicorn, standard infantry, and cavalry. There are 14 recruitable commanders, including spies, and 7 magic-users. Of the 25 units, 2 are capital-only. - Three of the troop units are sacred; none of these are capital-only. The Cons: - Many of the units cost a lot of gold. (Good.) - Average priests (but cheap temples make up for that). Although I love the feel of it, in my three little tests I just steamrolled my impossible AI opponents. It was fun! But basically, the only problem I see is a lack of weaknesses. The troops are all top-notch, and there is no weakness or lack of ... anything but some magic paths (which I had on my pretender). You have cheap troops (some of which are 100% shock resistant) for fodder, elite ground forces, THREE types of sacred troops, all of which are incredibly powerful (imagine a wardancer with any kind of bless effect!) and two of which are cheap. You beat the pants off my Oglalas, whom I thought were *THE* stealth race so far. Wardancers cut through just about anything with ease, but backed up with archers with a Faery Queen casting wind guide, a few Faeries as tough-to-hit distractors, and flanked by Glade Riders and unicorns, I had no trouble surprising just about any army by showing up in their backdoor with any combination of crack stealthy troops. Faery Queens, Faeries and a few commanders with rings of Shock Resistance did a nice job with Wrathful Skies as well. I played once with an a4 Titan, once with a d-6 Prince of Death, and once with a Rainbow. I didnt try a F9 Moloch, but that will be next; then I will try your own new pretenders! It is great fun, but I would tend to want to tone it down a lot, without losing too much flavor. So without trying to change too much, I would probably do this, if I had the choice and I were in charge: - Reduce the stealth of ALL units by approx. 8-12. The Scout and the Waydancer should still be very stealthy, but otherwise, I would suggestion having at least most troops stealth +0 or max +5, since they are forest dwellers, and least 1/4 to 1/3 of the troops non-stealthy (I would choose for this EVERYthing with protection above 9 plus the unicorns as well as treants and meadow priestesses.) - Reduce Fear effect of Wardancer to -4. (Fear stacks with bless.) Reduce Defense by 6. Reduce MR by 1. Make ritual sword not armor-piercing. Increase cost by 10. Make them capital-only. (Similar for the corresponding Commander, except I would reduce MR for him by 2 - Increase cost of Dryads by 10. Reduce MR by 1. Make them capital-only. - Decrease precision of Elven Archer by 1. - Make the scouts scouts, not spies. They shouldnt be able to start uprisings. - Get rid of the shock resistance on Faeries. - Remove fear on Treants. Remove Recuperation. Reduce MR by 2. Reduce Prot by 3. Remove armor-piercing and magical attack of the thorned claw. Reduce cost to 250. Alternatively, I would make them ritual summons (could replace a carrion summons). - Make Faery Queens capital-only, and not shock-resistant. Magic Resistance should definatley not be higher than 18. What do you think? I dont want to "knock" your excellent mod; it is truly great, and looks so wonderful. And fun to play too! If you ever need help with some English-proofing, let me know. |
Re: Forest Of Loren - Release
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Re: Forest Of Loren - Release
Too late, tinkthank. I already offered my services. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Forest Of Loren - Release
I just used the Injuns! vs Forestfull O'Elves. Boy, did I get steamrolled.
The Oglalas may be a better mid-late game nation, but the elves are an early game powerhouse. This will teach me to overlook basic troopers - these are anything but basic. Wardancers are nigh unkillable, if the player positions and scripts them right. By turn 13, my magical superiority started showing, but by then, I had lost half my lands... How powerful I think this mod is? I don't know anymore. But Petar offered to use it against the Black Moon mod, and that mod is scary. Good night now. The defense most definitely needs to |
Re: Forest Of Loren - Release
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One of the biggest changes is that I've removed sacred on wardancers. Made unicorns a bit cheaper, corrected rcost on elven warriors. >Redone the Forest Shield. Added new Flag Added New Banner I'll look into the problems that you guys posted above. |
Re: Forest Of Loren - Release
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