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Re: Random Picks and Modding...
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HP 1 -9 (remember, base of 10) Att 30 20 (same as above) Def 1 -9 Str 30 20 Prot 1 1 (assuming base prot) AP (I don't have much to figure in for this yet... this will probably be taken care of by the 'mounted' tag and a few other things.) So that comes to 23 points. Quote:
Att 16 6 Def 16 6 Str 16 6 This comes to 24 points. Yes, that seems to be about the same. I think the fault lies in the negatives (that is, values below 10), as they have a greater impact than positives. Still, I could try to come up with a progressive system that takes this into account. Unfortunately, I think it would have a lot more 'end math' needed to get it to the point where it could be applied to something like gold cost. Quote:
HP 30 20 Att 30 20 Def 30 20 Prot 30 30 I get 90 for this. As compared to 40. A little higher than twice. Now, if you assume a base of 0 prot (i.e., their protection comes from armor), you have 60 to 24. That is a 2.5x difference. Is it foolproof? Probably not. However, I think my method will be a good 'rule of thumb'. At the present, I also only plan to use this with commanders, not troops. That makes an additive system IMO a slightly better idea. (Commanders get slots to use magic items. This tends to 'even out' things, especially for combat builds.) |
Re: Random Picks and Modding...
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Since commanders can have magic items anyway, this is probably the 'best' way of going about it. |
Re: Random Picks and Modding...
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First data: Abysia
Well, I have looked into Abysia. Perhaps it was not the best one to start with, but it may help matters. I'm still trying to 'tweak' the leadership numbers, but here's how it currently stands:
0 - 0 10 - 5 25 - 10 50 - 15 etc. That's for normal leadership. Undead leadership costs twice base, magical leadership triple base. Anyway, here are the 'breakdowns' for each Abysia (base theme) commander, for stats, leadership, and magic. Slayer: Commander: 10 Stats: 19 Leadership: 0 Magic: 0 Total: 29 Warlord: Commander: 10 Stats: 18 Leadership: 15 Magic: 0 Total: 43 Beast Tamer: Commander: 10 Stats: 16 Leadership: 20 Magic: 0 Total: 46 Anathemant Salamander: Commander: 10 Stats: 8 Leadership: 10 Magic: 140 Total: 168 Anathemant Dragon: Commander: 10 Stats: 11 Leadership: 10 Magic: 300 Total: 331 Warlock Apprentice: Commander: 10 Stats: 4 Leadership: 5 Magic: 110 Total: 129 Warlock: Commander: 10 Stats: 6 Leadership: 5 Magic: 257.5 Total: 278.5 Demonbred: Commander: 10 Stats: 24 Leadership: 35 Magic: 200 Total: 269 Now, we have some assorted 'bennies' to hand out to the Abysians. They ALL have Heat (and thus Fire Immunity) and Wasteland Survival. In fact, that is all that the Warlord/Anathemants/Warlocks have left. Looking at the Anathemants, a cost of 30 seems to be 'about right' for Heat and Wasteland Survival. Survival seems a weak ability, so 5 points sounds about right. That leaves 25 points for Heat. Exactly how that splits up (Heat by itself vs. the Fire Immunity... probably thinking 20 for Immunity), I'm not concerned yet. In any event, that seems to work there, so adding... Slayer: Subtotal: 19 Heat: 25 Survival: 5 Total: 49 Warlord: Subtotal: 43 Heat: 25 Survival: 5 Total: 73 Beast Tamer: Subtotal: 46 Heat: 25 Survival: 5 Total: 76 Anathemant Salamander: Subtotal: 168 Heat: 25 Survival: 5 Total: 198 Anathemant Dragon: Subtotal: 331 Heat: 25 Survival: 5 Total: 361 Warlock Apprentice: Subtotal: 129 Heat: 25 Survival: 5 Total: 159 Warlock: Subtotal: 278.5 Heat: 25 Survival: 5 Total: 308.5 Demonbred: Subtotal: 269 Heat: 25 Survival: 5 Total: 299 Okay. The Warlord comes out more expensive than in the actual game, but the Beast Trainer and the Anathemants are more or less right on, as far as costs go. (Commander costs always seem to be rounded to the nearest multiple of 5.) The Warlock Apprentice and the Warlock are also a little overcosted, but they are capital-only, and so that may or may not be important. (I may have gotten the Warlock's magic calculation wrong as well, so I'm going to recheck that.) The Beast Trainer supposedly has Animal Awe, but I doubt that really makes much of an impact, and so it's 0. Judging from the Slayer, Assassin (and Stealthy +5 to go with it) seems worth 30 points, so that's what I'm using there. As for the Demonbred, he's the real oddball. He's already over his 'normal' cost, and I haven't adjusted for Flying yet. Anyway, I might take a look at Blood of Humans, and maybe Pythium, and get back to you guys some refinements. |
Re: First data: Abysia
I would give the captiol only guys -10% or so simply because they are cap only. Makes sense that capitol only mages should be cheaper, as they are 'exclusive'.
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Re: First data: Abysia
You need to factor in "Sacred." It reduces upkeep by 50%, so I would make it multiplicative (x1.5 to x1.75). I would certainly pay 1.5x to get "sacred" on a mage that will be around for a while, and that doesn't even include bless effects (air shield, lightning resistance, quickness, reinvigoration, twist fate... wow!)
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Re: First data: Abysia
Why is magical leadership so costly? There arenīt that many magic troops around which require huge amounts of magic leadership.
In fact the only one I see massed are mechanical men. Undead and even regular leadership are far more important most of the time. |
Re: First data: Abysia
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Re: First data: Abysia
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Re: First data: Abysia
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It's rather counter-intuitive, but every single priest's cost would skyrocket if you added an extra 50% to his cost. Really. Just tote up the magic costs on any mage out there, add 30, and you'll see that there's no extra charge for sacred commanders. I believe the Shaman is the sole exception. As a counter-example, I offer the Daughter of Avalon. |
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