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-   -   Mod: Arga Dis, Blood and Bronze - NEW VERSION 1.4 (http://forum.shrapnelgames.com/showthread.php?t=34577)

llamabeast May 18th, 2007 10:56 AM

Re: Arga Dis, Blood and Bronze
 
Looks like attachments still aren't working.

Sombre May 25th, 2007 03:10 AM

Re: Arga Dis, Blood and Bronze
 
Updated to v.04.

Awaiting feedback / suggestions. I'd be happy to add a couple more units or spells if anyone has any ideas.

Juzza May 25th, 2007 07:00 PM

Re: Arga Dis, Blood and Bronze
 
I looove the Oathsworn, I just mass them! they are, the best!!!

Huzurdaddi May 29th, 2007 04:56 PM

Re: Arga Dis, Blood and Bronze
 
Awesome mod. The graphics are great.

From a gameplay perspective I *really* like your PD. I wish ever nataion had PD like that.

llamabeast May 29th, 2007 07:59 PM

Re: Arga Dis, Blood and Bronze
 
I wonder if you can guess what my main comment about the commanders is... http://forum.shrapnelgames.com/images/smilies/wink.gif

They need a decent recruitable-anywhere mage!

Now, I know this is a combat-oriented nation, and blood magic is their main magical strength. But still, this is early age, and most nations have powerful recruitable-anywhere mages. The Misborn are very expensive for a very low probability of being useful. I would say they are a little less good than vaetti hags (I would rather have S1 than F1), and twice the price. And the vaetti are LA.

How about making them 100% (FEDB _+2_), with an additional 40 or 50% (FEDB +1). So because the change of the second pick being complimentary is small, they are basically normally just a level two wizard in one of those paths. Level two isn't bad, but they'd still be magically very weak. It's really hard to build a strategy around mages which are so random - what do you research?

I'm not sure if this is the best solution really, but I think definitely they need a really considerable buff. Obviously they should remain a relatively magic-weak nation, because they are exceptionally strong in combat, and because it fits their theme. But many other EA nations are also very strong in combat and have excellent magic - look at Niefelheim, for instance. And at the moment they are off-the-scale weak.

I said I would comment on the commanders - but apart from the Misborn I think everything is just how it should be. There's an interesting range of nice commanders, they all have a place and all their graphics are great. An excellent line-up, I'd say.

llamabeast May 29th, 2007 08:04 PM

Re: Arga Dis, Blood and Bronze
 
Oh yeah, I meant to comment on the revised infantry.

I think you've done an amazing job of having lots of different kinds of infantry, which end up being really distinct and with very different purposes, and strengths and weaknesses. I wouldn't really have thought it was possible to make so many distinct kinds and keep them all interesting.

I think the orphans are much improved, by the way. They are vicious now, but sufficiently killable that they don't feel overpowered.

I think this is definitely now up there with UR and Vaettiheim as one of my favourite nation mods (I think probably this and UR have a little more polish, but I love goblins for some reason!). How is the new Vaetti stuff coming by the way? Really looking forward to seeing it.

Sombre May 29th, 2007 10:31 PM

Re: Arga Dis, Blood and Bronze
 
Interesting. I'll look at this more later - but I think the misborn are pretty useful as is - they are sacred so they are well suited to research and they are your only stealth units too. Maybe I need to change them though.

There are probably still another one or two units I could add to the nation, so a combt mage of some sort is not out of the question.

What's different about the PD? Is it too good?

The Vaetti stuff will probably be finished off next weekend. I can't do that much work on it during the week due to my job.

llamabeast May 30th, 2007 07:02 AM

Re: Arga Dis, Blood and Bronze
 
Well, if you use them as scouts, they are extremely expensive. And as researchers they are still pretty expensive for what you get. Unless you take a magic scale, I'd say they're barely worth it. As it is, I would say a magic-3 scale is a necessity for Arga Dis, which is a bit strange.

You could perhaps leave them as they are, make them much cheaper and have them as interesting general purpose scout-mages. They could become assassins with a black heart, an occasional one might be useful in battle, some could be sent scouting, and the rest could be put on research. You could maybe give them spy abilities so they could incite unrest (skulking in the sewers setting up blood cults by spreading visions of Dis). Hmm, they could be really interesting multi-purpose units in that case. But you would definitely then need a separate combat mage/better researcher I think.

Incidentally I think the graphics for the misborn are awesome.

Huzurdaddi May 31st, 2007 01:21 AM

Re: Arga Dis, Blood and Bronze
 
Quote:


What's different about the PD? Is it too good?


The PD is probably the best in the game. But that is a good thing. Every nation should have PD which is at least of this quality, IMO.

Sombre June 5th, 2007 11:48 PM

Re: Arga Dis, Blood and Bronze
 
If it's the best PD in the game, I'm going to tone it down, since incredible PD isn't supposed to be a feature of Arga Dis.

In the next version I'll add some nice new national heroes (A black Gilgan, a Gilgan Warrior, the sworn king of Arga,.. maybe a seer with some astral magic). I'll also make sure the mod is linux friendly, add a bit more magic to the misborn and add a helgrot scout unit.

Possibly this coming sunday.

At that point I'll consider making a CBM version of the mod too.


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