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Re: Mod updated!
I don't think there'll be any big changes. Maybe a new hero or two, some fiddling with the balance.
I would like to make early and late age versions of the nation, but there are so many mods I'd like to do that most of them will never be realized. Thinking of ideas is easy but actually sitting down and starting to make the mod is hard. http://forum.shrapnelgames.com/images/smilies/smirk.gif |
Re: Hoburg Alliance SE *UPDATE*
Hello Teraswaerto.
I just remembered our mod :) Great to see you did a version for Dom 3. I'm going to check it out now. |
Re: Hoburg Alliance SE *UPDATE*
I´d love to see this getting a bit more Love. There are some strange things in it.
*the Tierfreund has two headslots and no feet. *all forts, including the capital are simple hillforts. That seems bit strange and makes production scales useless. Other than that I love it! |
Re: Hoburg Alliance SE *UPDATE*
1 Attachment(s)
Ok so I threw a little fix together myself.
*Added a set of fort types. *Gave Erdefreund normal item slots. Use instead of original .dm (you still need the graphics from original zip) This is my first try at modding but it seems to work. I hope it is ok I post this since the OP seems to have abandoned the mod. |
Re: Hoburg Alliance SE *UPDATE*
Considering that waerto hasn't logged on to these forums for 1,5 years says something. And his profile doesn't mention his e-mail adress..
Perhaps you could google search his nick to see if he has facebook/other forum account with the same nick? I gotta admire your initiave thought, you saw something broken and went ahead and fixed it on your own instead of trying to bug other people to do it for you. |
Re: Hoburg Alliance SE *UPDATE*
Yeah if you like this mod you could basically take it over entirely. I'm sure no one would mind.
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Re: Hoburg Alliance SE *UPDATE*
I think I might do that. It would be a good way to learn modding. I´ll take a closer look and start a new thread when I made more updates/fixes.
Please post any ideas or thoughts on balance changes you might have. |
Re: Hoburg Alliance SE *UPDATE*
This is my favorite mod !
I'll try your patch tonight to see the effect of having various fortress type. A thing I dislike in the original mod : the PD is extremely weak. Somehow I'd thought that Hoburg's PD should be strong/. The way I see it they would try to balance their physicall weakness by having better organisation in their defense. Like global military training with pikes and crossbows for all adults ? Maybe something a bit like the swiss army (maybee it's the crossbow thing again that alludes to Guillaume (Whilhem Tell)) or the US national guard ? So I would see a larger PD force, but more important, with real value units. Base militia for Hoburg is the worst PD as it stands now... I would even add free PD, like Tchen Chin ! I wished Hoburg cavalry had lances for first strike additional damage.. As a reminder of Master of Magic, maybe you could add slingers :D Another funny idea would be to add a different kind of hero, sort of bilbo / frondon, with luck and a very high defence score. Or something like that.. By the way, what is your strategy for hoburg ? I always end up being drawn by all those 'recruitable everywhere' sacred. As they lack strength, I go fire, which is perhaps stupid, as the fire damage may not add much. Maybe I should go blood or death ? I also try to add water, as their defence is so high. I try also to rely on crossbow guys, as they're cheap and seems to be the one to deliver the blow.. on paper.. But generaly I also get slaughtered very fast :doh: What can we do with the mages that Hoburg has ? How does Nature helps them ? Do you try for a stealth preaching strategy ? Anyway good luck with the mod ! |
Re: Hoburg Alliance SE *UPDATE*
My strategy is based around two concepts and a water/astral bless.
The sneakers: The Erdefreunds, tierfreunds and hoburg militia. These units have great synergy as stealth raiders I think. Your Erdefreunds can stealth preach *and* cause unrest *AND* lay down earth buffs with earth boots/earthpower! Iron warriors is AOE 1 and each casting on size 1 hoburgs means 6 prot 20 tierfreunds quickened with twist fate and magical strong poison weapons. Support these frontliners with a host of high precicion slingers (the militia, yes there´s your slingers!) and destruction spam. Scales up to even greater nastiness with blood stones and marble warriors. Add in that these squads are dirt cheap and can pick their fights. Let your horticulturists tag along as self quickened, eagle eyed archers as soon as you get some decent bows forged. The army: You have recruit everywhere sacreds in the wolkfreunds. High morale, defense(14>18 w bless), protection, shields and magic resistance(14>17 w bless) and twist fate. These are cheap enough and can hold the line even late in the game. From behind those your strong earth mages rips the enemies armor to shreds while your uncountable hordes of high precicion crossbows thickens the air with a deadly rain. Add in your nature component for eagle eyes(mandatory!) and charm, wooden warriors, relief, swarm etc. You might get a A2 Vererht Obstgaertner for wind guide and/or F2 for flaming arrows. Base prec 12 + Eye of aiming + Eagle eyes + Blade wind + Destruction = you do the math... Stealth preaching is a workable strategy in itself too. I haven´t gotten into the late game yet. |
Re: Hoburg Alliance SE *UPDATE*
I have actually made an update of the Holburg mod for my own use but have not posted it in the forum before mainly because I did not know if Teraswerto would mind someone making changes to his mod, but also because I do not know how to create a zip file.
I am happy to upload it now that I know Teraswerto no longer visit these forums if someone could teach me how to create a zip file. Fee free to use my ideas if you like them (please note that I have also used sprites from Zepath without asking for permission since it was only for my own use). What I did was to give it more strategic options and strengthened it on the margin since its low morale and HP can be easily exploited by a human opponent. |
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