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Re: Cinggis Qayan, Wrath of the Khans
Globu
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Edit: Forgot to mention that I like the tan guy and the dark-red/brown guy. But do the ones you find easiest to edit! Quote:
Thanks Oh, and to whomever didn't like them having three survivals. The Altaic region tribes lived in a vast area, that was all at once mountainous, forested and a true wasteland (especially the Gobi Desert). I felt it was thematic for this and a couple other reasons. First, they Mongols would travel with four to five horses to each man/woman warrior; if supplies ran short they would let blood from the jugular of a horse and drink the blood (excellent nourishment, I'm told), allowing them to have a continuous supply a combination food/drink that was replenishable (my brother wanted me to give each unit a supply bonus, but I thought the survivals worked better for other reasons). Second, the heaviest factor in the Mongol dominance was not superior equipment (this was a close second), not their superior tactics (which was uncommonly good for a less *civilized* race, but probably only third; look up 'Subutai' for a more thorough example), but was the fact that their cavalry could move at lightning speeds (especially compared to larger, heavier European horses and soldiers) and that their foot troops were equally as fast relative to the less vigorous European counterparts (including the *barbarian* tribes). AP, mapmove and survival helped me to simulate speed. I will tone them down for balance. But I do feel it's thematic. I appreciate your thoughts, understand where your coming from, and am looking for a way to mitigate this with their other all too evident strengths! Danke Schoen! |
Re: Cinggis Qayan, Wrath of the Khans
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1 - edit existing national units. The game picks that up just fine. 2 - creating national spells = create normal spells then use the #restricted tab. 3 - For changing the nation itself, just #selectnation <x>. Use appropriate commands to change what you want, and the game will overwrite existing nation data appropriately. Remember to drop in a #end when you finish changing things (this was always my weakest point when I did any coding), and all should be well. Quote:
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Re: Cinggis Qayan, Wrath of the Khans
Gregstrom
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That wasn't meant as an insult Gregstrom. So please don't take it as such. I appreciate your input (as I do everyone's) and will strive to make everybody's suggestions gel into a fun, playable, and balanced mod nation! |
Re: Cinggis Qayan, Wrath of the Khans
Gregstrom, once again Mein Freund!
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Edit: The time limit for editing was up! At least I apologized, though. Quote:
Once again, I am sorry if I alienated you or anyone else with my pedantic ramblings, or sometimes curt comments. These are things I struggle with sometimes, and it does no good to hide from or lie about my shortcomings. Thank you |
Re: Cinggis Qayan, Wrath of the Khans
Yeah, the great bow is definitely too much. Longbows at 13 damage are considered quite powerful in dominions, and crossbows at 10 ap every 2 rounds even more so against armored targets. 15 ap every round for just one more resource than a longbow is not just good, it's ridiculously good. 10 ap is enough to consistently damage 20 prot, but not much higher. 15 ap is enough to consistently damage 30. Against more normal units with protection values ranging from 8-16, each shot fired from these great bows has a VERY good chance of killing your average human. Compare this to a crossbow, a crossbow will do the same amount of damage on average to a guy with 6 protection (militia) as a great bow will to a guy with 16(tough heavy infantry). They are really, really powerful in dominions with those stats.
Hopefully I haven't come across as being too harsh, I'm just trying to show you the math behind why everyone is saying they're too powerful ;). Personally, I would replace the horsebow with longbows and the great bows with the hinnom bows as others have suggested. This will enable you to use them with flaming arrows and make the great bows much less unreasonable. I think they would be better at +1 damage over longbows than +2, but I think it's a reasonable compromise. The Tengri pretender - Expensive little chassis, but still ridiculously overpowered ;). At current price, you can take it awake while still having pretty good scales and decent dominion (or balanced scales and dominion NINE). Couple this with high awe, higher than 100% lightning resist (why?), 100% poison resist, immortality, ethereality, 0 enc trample, bunches of AN attacks, and an insanely high storm power value... if you can get this things #onebattlespells working, it will truly be an undefeatable monster. I am not kidding. And on top of that it has good buffing+mobility magic paths built in. He needs serious work to be fair. As an aside, for some reason in the pretender screen he is listed as having s3 and a3, but when I look at his magic paths to increase them, he only has them at 1. Not sure what's going on there. Ulgen - Well, he's certainly no Tengri, so he's much more reasonable. Largely he seems a bit of a niche pretender... sort of like a sphinx on steroids, that can create mages (if GoRed, which is still cheaper and much less research than normal) I'm a bit concerned about his domsummon ability, and the amount of misc slots he has seems a bit much (same with the last guy too). It would be pretty easy to stack this guy with boosters and cast several great globals and spells, and you can get the magic to do so while taking him awake without sacrificing your scales. Gazar Eej - Much more reasonable chassis. Possibly still better than its cost, and yet again the extremely high level of awe, but otherwise I don't see anything glaringly wrong with it. As a suggestion, consider bumping its cost to 100 points and lowering the awe to +1 or +2. Genghis - Too many misc slots. Three maybe, but 4 just seems like too much. The level of fear could also drop a bit. Perhaps to +2? Other than that he is not too bad. I might actually lower his price though. Not all the way down to 0, but say somewhere around 20. Simultaneously, consider bumping his new path cost to 60-80. Erlik - Why does he #onebattlespell undead mastery? This is an insanely good ability, way too good to be a #onebattlespell. Why not darkness? That seems reasonably thematic and not so overpowering. Either way he I think he is too cheap. He should probably be at least 150 points, and also, have fewer misc slots ;) It seems also that he has a lot of magic paths. A pretender with three seperate magic paths probably should not be so skilled in a particular one. Especially not if he has such a high dominion score. I notice all of your pretenders have very high dominion scores. You might want to consider toning some of them down. For example, in vanilla there are only something like 2 pretenders with a dominion of 4, and those are the fountains, which have fairly low utility as far as pretenders go. Whereas all of yours are powerful mages, SCs, army enhancers, etc ;) Consider bumping most of them down to 1 or 2 dominion, leaving Genghis with high dominion to represent his authority and ability to command. I'm not going to talk much about the troops. Cavalry look more or less okay except for the ones with light lances, who suffer from a lack of dexterity and have lower attack values than intended. The basic infantry are slightly good for troops that are supposed to be a bit meh, but are probably fine. Qayan vessels having spy and assassinate is weird, but since they can't use those abilities it doesn't matter that much. The archers are just too good, even at 35 gold per. Even if they were cap only and 50 gold per archer, they would be too good :P Why do the javelin launchers have 0 encumbrance and all those resists? One last thing... death worms. Their stats aren't too ridiculous, but their price is too low, and their attacks are way too good. They shouldn't be more than aoe1, and no, the worms really don't need fear :P That was way longer than I'd intended... again, I hope I don't come off to harshly, everything I said above is just my personal opinion and entirely capable of being wrong! |
Re: Cinggis Qayan, Wrath of the Khans
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If Qayan dominion is a sort of generalised Mongol-ness, any priest can spread it. If dominion is worship of the Pretender Tengri, then priests of Ulgen probably aren't going to be much help. Quote:
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Re: Cinggis Qayan, Wrath of the Khans
Hmm, iirc priests of sotek have the heretic tag in Itza.
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Re: Cinggis Qayan, Wrath of the Khans
Hmm, lots to comment on. Let me pick out a few things from the thread so far which I think need to be flagged further, before I boot up the mod.
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The method for getting round the vanilla restriction is to first make an exact copy of the vanilla spell using #copyspell - then you edit the original vanilla spell to be whatever you want it to be, then you #onebattlespell call it by ID number. Other things: If you do want units to fight with both sword and lance at the same time, you have to give the unit an appropriate level of ambi. Regardless of what historians say, there's no way I'm going to believe warriors would use a technique like that unless it was /useful/, therefore there should be a point to it in dom3. Two attacks at att8 is the lowest you could really go before it becomes too crappy to imagine a warrior using it. Even that is pretty abysmal. Remember ambidexterity can essentially be whatever value you like, because it /only/ matters for these weapons. So you can make it 10 if you want and realistically it won't cause any problems. If you want a lance with charge bonus which beaks after one round and doesn't screw up the attack from the sword on the first round it needs #charge, #ammo 1 and #bonus. The #ammo 1 is the breaking part. I see no reason not to make a new lance for the mongols. Unlike with missile weapons it isn't going to cause any flaming arrows style interaction problems. Regarding encumbrance free armour or having low enc. Think very carefully about this. If you're saying all your guys, racially/culturally have high levels of endurance which set them apart from the other dom3 species/nations (like machaka) then give them enc 2. No lower. As concerns the armour, the fact that they're used to wearing it around as clothing doesn't mean it causes no enc. You might say it reduces the enc by 1 or something, but being used to something and it being magically weightless are different things. Knights used to do exercise in armour, but dom3 has its own system of armour and enc and it's best to stick to that if possible. Besides which, most of your stuff is mounted (which should mean base enc 5 or 4 with the racial bonus) and ignores the armour enc. |
Re: Cinggis Qayan, Wrath of the Khans
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Games Workshop have actually retconned that difference and now Sotek is simply the most popular and powerful old one, in fact they seem to suggest he's the king of the old ones or something. Which is just less interesting, so I went with the old version. I also made slann unable to be empowered in blood. |
Re: Cinggis Qayan, Wrath of the Khans
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Seriously? That's not nearly as cool :(. It would have been much better for him to be a god created by the skinks, or an aspect of khaine/khorne. As regards his #onebattlespells not working, 3 of his gods have them and none of them work iirc. Those are Tengri, Ulrik, and Bay-Ulgen. |
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