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Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
tinkthank:
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Flags: I don't know. Considering that they need no armor, training, or salary, it's hard for me to justify charging ANYTHING for them http://forum.shrapnelgames.com/images/smilies/happy.gif I never build them unless I have a bless-effect pretender (useful for flagellants, like water, air, or fire). Anyone else have input on the cost of flagellants, considering trained light infantry is 7-8g and miltias are 3-5g? Knight of the Chalice: I have no idea why I did that. Maybe I mistyped? Or maybe they just "felt" expensive and I didn't fully consider how good they are. At any rate, I'll put them back at 90. Quote:
1) Their theme gives super-cheap lobo guards, and unless I dropped them to 3, human militias would become cheaper, which makes no sense! 2) They require magical leadership... 3) They should not have a salary; that's crazy. At any rate, I cannot think of any justification for them costing more than 3 gold. However, I CAN think of justifications for dropping their stats. Should physical and mental abuse to the point of insanty increase HP? No... Should it drop you fighting skill? Yes... and by more than 1 att and 2 def. What do you think about lobo guards that are 3 gold and 12 hp (standard), 8 att (-2 from atlantian standard), 6 def (-3 from atlantian standard)? At that point they are much worse than the worst human militia in combat, aside from their 50 morale. So... I think I'll drop their stats as described (-1 hp, -1 att, -1 def from base game) but keep the 3g price. Quote:
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Yeah... I guess that's fine. Even with those costs, I still kind of hope my riders get killed, so that I get a much cheaper unit that's about as good as before http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
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I sort of wonder what the effect of 25% FR / CR is on fatigue when fighting in hot / cold places... Quote:
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1) They are fay (wild...-ish) hound capable of hunting and foraging for themselves. 2) They are size 3, and thus eat 2 food. 3) They are traveling with an army, and thus not capable of foraging as much as normal (they still need some additional food). 4) They were a pretty bad unit. Hopefully, supplybonus 1 + size 3 = a unit that consumes half as much food as normal. Combining that with a better "weapon", hopefully they will become a useful unit. So, the "supplybonus" is misleading, considering that they still are a net consumer of supplies. Quote:
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rabelais: Quote:
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2) If I could find a way to do that, it would be great http://forum.shrapnelgames.com/images/smilies/happy.gif Good suggestion! I'll have to experiment with the #flail command (att bonus versus shield) and see if it works on ranged weapons. Otherwise, I'll keep AP, as their seems to be good historical justification. If it is overpowered, I can always bump the price of longbow units (on the basis of the much longer training longbowmen undergo). If anyone wants to run a test to see if you can mod a ranged weapon (with #flail) to ignore shields (try giving round shield 20 defense), feel free... I have no computer on which to spend time with Doms II for a few days. 3) You're right, I gave them pretty darn good stats for a 12 gold stealthy unit http://forum.shrapnelgames.com/images/smilies/happy.gif Seems too good. When I play BF Ulm, I ignore units and spend all my effort on blood, making vampires, and so forth. I don't think I've ever built a Ranger, because those vampire barons are just too much fun http://forum.shrapnelgames.com/images/smilies/happy.gif And the Zweihanders look really cool. Hmm... On the other hand, Rangers wear almost no armor and use the crappiest standard 1-h weapon in the game, the Axe. Real rangers use swords. Considering that their bad armor and bad melee weapon make them poorly suited as anything except archers, and that they cost 20-50% more than normal xbows, I think 12g is fair. But if they got a broadsword and ringmail hauberk, it would be a different matter http://forum.shrapnelgames.com/images/smilies/happy.gif At this point, I think I'll leave them as they are... unless their seems to be a consensus or anecdotal evidence of their overpoweredness. TheSelfishGene: Quote:
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... I'll post the rest later, gotta run right now http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Recruitable Unit Rebalance Officially Complete
TheSelfishGene:
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Scott Hebert: Quote:
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2) Yes. Like Tien Chi, this is (IMO) unacceptable (for national mages to be unable to cast national spells). 3) Yep... what about making them making them (BBDD?) with a different name and description? 4) ... I never like death (with living nations). I don't care about misfortune so much, esp. with fortunetellers. But hey, they are thematic http://forum.shrapnelgames.com/images/smilies/happy.gif 5) I agree... Thanks for all the feedback, everyone! I'll see what I can do, but remember that no solutions will be ideal to everyone http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Recruitable Unit Rebalance Officially Complete
Note! This is just a preview; I have not yet uploaded a new version of the mod.
Ok... thanks for all your input! These are the changes I've made so far (many from forum input, many not). At least, the ones I've documented. I still need to look at some other things (like archer costs, adjusting longbows, and messing with BF Ulm's mages). If you have any problems with the changes, please say so... Cosmetic Changes: Added a bunch of new weapons and armors (maybe 10 of each) These are generally for aesthetics (like gilded armors, silver armors, etc) and do not change balance. Even the ones with different stats often don't change anything, but I'll list some: Avalon Knights get silver armor - just like regular full chain, but -1 encumbrance. This has no effect since they are mounted. Ulm units with full helms get Full Hlmet of Ulm. This is 2 prot, 0 def, 0 enc. In other words, a weaker version of the Black Steel Helmet. Since this has no effect other than giving units +1 defense, and defense is virtually useless to Ulm units, it probably has no measurable effect. Fire Lord and all Marignon's gold-colored units get Gilded Armor. Stats do not change. Tien Chi Eunichs get kung-fu training, and learn Punch and Kick (instead of Fist). They are now able to beat blood slaves in combat, which you sort of expect from a field commander. Tien Chi healing immortal gets a magical pruning knife. All TC immortals get super weak armor (Immortal's Robes (2, 0, 0), or Flea-Infested Cape (1, 0, 0) for the old man). Important Changes: Tien Chi immortal swordsman got way better. He was terrible before (in combat) partly because he had 2 weapons and no ambidextrity. However, some of the bonus is integrated into his sword and "imaginary" shield, so giving him a new weapon and shield will make them go away again (somewhat). Sling becomes -1 prec instead of... whatever it was (-3?). Slingers get 9 prec (-1, total of 8 with sling). They're still terrible, except against flagellants or with flaming missiles, but better than before. Man Foresters got better stats and supplybonus 2 (feed themselves and 1 other person, probably with rabbits and truffles). Throwing axe precision went from -4 to -2. Axe Thrower gets precision 9. Lobo Guard dropped -1 hp, -1 att, -1 def, since they were abused to the point of mindlessness. Hoburgs got lower resource costs. Just as big units have higher rcost for armor, tiny units deserve lower rcosts for armor. I doubt anyone built Hoburg HI, especially since (I think) hoburgs are grassland-only. Crab Hybrid gets ambidextrous 4 (since I gave pincers length 2 rather than default 0) Spider Warrior dagger replaced by Poison Dagger. Makes sense, right? Man's Green Knight gets custom armor, reinvigoration 1, and regen 15% (instead of 10%). Machaka riderless spiders get upkeep (great spider: gcost 10 {.66g/turn}, hunter spider: gcost 30 + sacred {1g/turn}). They are still an incredibly good deal, but someone needs to be paid to tend them (they don't get the money). MAR Royal Xbows became 10g (+1). Knights of the Chalice went back to 90g (+10) Daoine Sidhe back to 35g (+3) Ulm Rangers: I wanted to give them a patrol bonus but there is no way to do that yet http://forum.shrapnelgames.com/images/smilies/frown.gif Instead they got #neednoteat (and a description change about wilderness survival) and traded axe (terrible weapon) for shortsword (good weapon). Gold cost: +1 to 13g. They should still avoid melee, but at least have a chance. Ranger Captain: +5g (to 50g) and leadership went from 10 to 25. Also, same changes as Ranger. Black Forest Ulm Commander: 25 leadership went to 50 leadership, to be on par with other Commanders of Ulm. BF units are weaker, anyway. Black Knight: Returned to 60 gold (+10) Non-unit changes: Added #foodmult 150. This gives 50% more supplies. It makes the AI less likely to starve, makes units that eat less disadvantageous over non-eating summons, makes light units and militias more useful, and reduces the need for winebags, summer swords, cauldrons of broth, and nature picks on pretenders specifically for those items. If / when I make Chuckwagon units, this might be taken back out. The constant need for magical winebags when using mundane troops is annoying. IMO, a higher #foodmult over default is vital to balance units... though I admit it is not an ideal solution, and it won't magically make hordes of militia as desirable and useful as hordes of vinemen or longdead. Sound ok? Aside from things still to do, of course. http://forum.shrapnelgames.com/images/smilies/happy.gif For example... I'm considering increasing the price of every recruitable mage in the game by 10%, EXCEPT the ones that are already "too expensive". If a 180 gold mage (say, a Vanheim Dwarf) can kill 50 units unboosted in a couple battles in the early game... why is he much cheaper than those 50 units? It makes you want to spend all your money on mages (which is what good players often do). 10% probably is not enough, but I'll do it and see how it feels. |
Re: Recruitable Unit Rebalance Officially Complete
Great!
After more testing, although I have come to appreciate even more the fine changes you made to national troops (GREAT - thanks! Love your mod!), I have come to be sceptical about one type of change (only): those changes to the Indy troops. Although you have done a fine job now of making most of these very viable to purchase, and additionally accomplished a nice feat in making Independent Province Nations more variable, slightly tougher, and more flavorful, you have also applied the same principles you used in beefing up the underused and niche-seeking national troops, who often sat sadly in a corner drinking tea out of a paper bag (IF they were lucky) just hoping one day to sit sadly in a niche. The effect of this is that it often now seems just as good to me to purchase Indies as national troops. I don't like this for only one reason (NOTHING to do with Balance): It encourages making the armies more homogenous, and hence also detracts from the national flavor impact of different nations. (Don't ge me wrong: it doesnt do this a lot, but I did notice it after a few more test runs with me.) In other words, trying to phrase this without using "balance" at all: I think the "niche" which Independent troops should fill is actually a quite different one than that of national troops. I think this indy niche should be to (a) be purchased when really needed in a hurry out in the front or (b) to enhance a nation's access to a type of unit otherwise completely lacking (e.g. archers for Abysia, Atlantis, Van or Heavy Cav for Pythium or whatever) or (c) to buy when you really have some cash left over or (d) give the strong national themes a "local" flavor in the provinces those troops are naturally at home or (e) something else. For this reason, I would really like to see most of those troops get a price increase (or read: have their original prices dropped NOT QUITE AS MUCH as you did, quite excellently so, with the national troops) or somehow be made less comparable to national troops. Additionally, I would like to see map movement restricted again, specifically as examples Indy Archers be scaled back down to map move 1 (this btw would still make them fine province defenders or great buy-me-quick-near-the-front troops and good Indy Nationals). Low mobility would not only scale down those troops overall strategic value while keeping them viable for niche filling but would also (at least to my playing style) encourage the garrisoning of troops in as many provinces as possible (as an alternative defense form to mad castling, even if this form is no way equal in terms of balance to having a castle in every province, obviously). (On an aside: do you have a comprehensive list of the changes to Indies, or could you send them to me? I could do some of these changes then for myself without pestering you, and offer them here on the boards on the off chance anyone would want them.) Another Side Note Suggestion: For Ulm, I think a novel but decent tweak would be instead of the individual battle-style improvements in armor or armaments (although I like it, especially the magic weapon on the guardians) or a reduction in price, give each and every Ulmian a boost in MR of 2 or in some cases 3: Ulmians are infused in mundanity. (So just the opposite rationale which gave them crappy MR to start with.) Yes, Ulm is supposed to make up for its crappy MR by pushing its crappy Drain scale, but even in doing so they only get back up to "normal" -- I think a nice tradeoff for lacking magic whatsoever would be having decent resistances to it. So.... thanks very much! Whole new worlds are opening up, and I think I am going to enjoy playing with different styles now some races I would like to like, like Pan New Era and Machaka, and new styles with races I already like, like Man and Marignon and Tien Chi....! |
Re: Recruitable Unit Rebalance Officially Complete!
Ya, this sounds really nice, SC! Now I just need to steal time to play it... http://forum.shrapnelgames.com/images/smilies/wink.gif
PvK |
Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete!
Ulmites being a favorite of mine, I'll comment just on what I've read in recent posts here, since I haven't gotten time to try this yet.
* Giving Ulm troops a helmet that doesn't reduce defense will in fact be helpful, at least to some of the troops (e.g. Chain/Hammer/Shield), particularly when they start gaining experience, at least against average regular troops. * I second thinktank's suggestion to give Ulmites higher MR. If it were moddable (tis not), I'd have every level of drain scale add to their MR, but failing that, +2-4 MR for Ulm would be neat IMO, and I'd do that rather than improving their helmet design. * Did you look at Ulm morale? Anyone know why Ulm pikeneers get +1 morale compared to the other troops? +1 morale would also be useful for the other troops, but IMO +MR is better - there are ways for Ulm to deal with their morale - not so much for their MR. PvK |
Re: Recruitable Unit Rebalance Officially Complete!
Ulm is your fav PvK? I'm not sure how. I've been practicing with them a bit these past few days to get ready for the MP game with SC's mod. And I forsee myself getting utterly crushed, even if a low-magic rule is selected :}
Also, I wanted to reiterate: Light Cavalry should have thier bows swapped out for javelins. Messing with precision, cost, etc, won't help when mounted bowmen (without appropriate tactical commands) are inferior in every way to un-mounted bowmen. |
Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Unit Rebalance Officially Complete
Do they? I'd never seen those hmm.
Well the idea behind throwing out the shortbow one is that there is no use for them. No matter how you tweak thier precision, cost, etc, etc. Are you telling me you are going to buy them as is? Even with SCs mod? What would you use them for? My point was just that, in reality, mounted archers are(were) an incredible thing. They could move into range fast, shoot the enemy and then move away just as fast. Constantly killing the enemy while staying out of range themselves. But dom2 provides no tactical options for this. "Fire and Flee" would be optimal for these purposes if it didnt break up your units into a handful of provs like a rout. You could buy 20 LC and just sit them in the path of an attacking army and they would shoot at them and flee every game turn... But we all know that Fire and Flee doesnt work. So then I am looking at the LC and seeing no place for it, no reason to recruit. And I thought to myself that giving them all javs would be - at the very least - more effective than having a unit which is no better than a traditional bowman, but costs more and consumes more supplies. |
Re: Recruitable Unit Rebalance Officially Complete
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Another idea would be 'stealing' gem production with spy-mages. Quote:
With an enforced Death scale, there's no way to offset this problem (aside from Growth-enhancing sites). Quote:
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Re: Recruitable Unit Rebalance Officially Complete
More changes. Still no new version uploaded.
Game's 3 worst weapons improved slightly: Glaive went from (10, -1, -1, 4) to (10, 0, -1, 4) Halberd went from (10, -1, -1, 4) to (10, 0, -1, 4) Axe went from (7, -1, -1, 1) to (7, -1, 0, 1) Indy Archers made slightly worse: Light Archer: +1g (7g) Archer: +1g +1def (8g, 9 def) Heavy Archer: -1prec (10 prec) Heavy Crossbowman: -1prec (10 prec) Pureblood Abysians get +1 attack (after all, they cost 20 gold, they're a warlike race, and only had 10-attack 9-defense?) Pureblood Abysians also get -25% cold resist (from description: 'vulnerable to cold'). Humanbreds are unaffected by these changes. Man Spearman (Short Spear) dropped 1g to 8g. Ctissian Slave Lizards dropped price by 1g each. Ctissian Taskmaster given 3 moves, so now they not only have a reason to exist (before, they didn't), but also, Ctis Runners have a reason to exist (cheaper, and finally there is a commander that can lead them with 3 strat moves). Falchioneer dropped to 11g. Royal Guard +3 rcost to 48 (it was too low compared to other mounted units with same equipment) Skin Shifters (werewolf precursors) bumped +2 hp (15 hp) to prevent pre-shift death. Galderman gets +4 hp, +3 str, +1 att, +1 def, +25% since he is also a werewolf. Einheres get +1 hp (to 13) so they don't die before they berserk, and full ambidextrity (3). Bane Spiders and Spider Warriors get 11 mr instead of 10. Must either be their mysterious spider armor, or something that happens under the tutlage of the Black Sorcerers... Jotun Woodsmen dropped -10g to 40g. Why were they the same price as scouts that are better in every way? Plus, they are capitol only, and just not that good, with no armor, shield, javelin, or stealthy priest to bless them... |
Re: Recruitable Unit Rebalance Officially Complete
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Do you find Woodsmen to be useful? How about Giants? |
New version out.
Version 7 is finished. Check the first post for changelog and to download the file!
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Re: Infantry Balance Mod
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Re: Recruitable Rebalance Version 6, non-beta, is
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Best of all, something like this could be coded with minimal effort, since it would merely change the cap. Here's hoping to see something like it in Dom3 http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Recruitable Unit Rebalance Officially Complete
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Re: Recruitable Rebalance Version 6, non-beta, is
Cainehill: there already are mods which do that. I don't remember if they are available somewhere, but try searching for them from the forum.
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Re: Recruitable Rebalance Version 6, non-beta, is
Re: Woodsmen, the Commander is dreadfully undercosted (by my rubric, at least). He should cost ~90g, IIRC. So, I think it's not the unit so much as the commander that needs the change.
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Re: Recruitable Unit Rebalance Officially Complete
I rarely purchase Jotun scouts and almost always use cheap humans in that role. OTOH, giving the commander stealth would provide me a reason to buy those, which I also rarely do now. Just thought you might want to hear the point of view of an infamous Jotun player ...
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Re: Recruitable Unit Rebalance Officially Complete
Infamous, indeed. http://forum.shrapnelgames.com/images/smilies/wink.gif
Cherry, let me check... 10 Leadership + Holy-2 Priest for the Woodsman commander would raise his cost from a calculated 95 to a calculated 110. I'm not about 'fair'. I'm about applying rubrics. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Recruitable Unit Rebalance Officially Complete!
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As with most nations, it takes some time to learn what does and doesn't work with them. I really enjoy building up a cadre of experiences Ulmites and trying to conquer a world full of Impossible AI's using mostly steel over sorcery (except when it's completely the wrong answer, such as against poison or soul vortex or wrathful skies). PvK |
Re: Infantry Balance Mod
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PvK |
Re: Recruitable Rebalance Version 6, non-beta, is
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PvK |
Re: Recruitable Rebalance Version 6, non-beta, is
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Re: Recruitable Rebalance Version 6, non-beta, is
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2) having water-2 on them acutally makes sense (Acid-Spells, which are rarely used otherwise), while having another nation with lightning-tossing mages is rather boring. 3) S&A CM is FAWS 3R .. that's not what I read from above... --- And if you take away water from the CM, or if you really want to beef up S&A magic, replace Master of The Way's water with astral, so he can form communion with the CM, and summon water daemons. --- And "Spirit Mastery" is starting spell of S&A. There's little that S&A has in the first turns, and now with 8 instead of 4 gems it won't even have Disposessed (sp?) Spirits .. |
Bugs to be fixed...
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...ahhh... I hope I didn't similarly break any other nations... I can sort of feel my reputation falling into a black hole... makes me want to play Space Empires IV... but I'll live http://forum.shrapnelgames.com/image...es/biggrin.gif I realize water-2 plus fire is more interesting that air-2, but I was trying to make their national spells accessable. Having never played SA, I didn't realize the national sites gave water gems... So that's fixed in version 7.1 (available at the first post). Thanks for noting the problems! As for giving MotFE astral, that seems sort of wierd (violating their name). You can do communions with only Celestial Masters, anyway, which (with this mod) cost about the same. |
Re: Bugs to be fixed...
Don't confuse "Master of The Way" (100gp/WR2H) with "Master of Five Elements"(whatever) ...
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Re: Bugs to be fixed...
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Test game spot(s) open
Mod test game recruitment phase ended. Hopefully, valuable balance data will be gleaned for version 8 of this mod http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Recruitable Rebalance Version 6, non-beta, is
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PvK |
Re: Recruitable Unit Rebalance Officially Complete
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I'm sort of morally opposed to giving Ulmians a high base magic resistance in their default theme, because the goal of this mod is to change the balance of Dominions II while keeping Illwinter's themes and races intact. However, Ulmians are afraid of magic, and wear specially smithed armor... and now, in my mod, they wear black steel full helms, too. Wouldn't it make sense for the Smiths to use special materials, and inscribe special runes into the helms blocked harmful magic from soldiers' brains? So, I'm thinking of keeping Ulm's base magic resistance at 9, but giving +1 or +2 MR to all Black Plate units (Full Plate of Ulm and Full Helmet of Ulm), bringing them up to 10 or 11. The description would be altered, of course, to mention that costly materials and laborious techniques are used... justifying a price hike. At 10 MR, 12g sounds reasonable, and at 11 MR... 13 or 14g, possibly with a resource hike as well. Black Plate units are currently 11g by virtue of having higher morale, HP, and more armor compared to Chain units. This change would essentially divide Ulm Infantry into two distinct lines: Cheaper Chainmail units (10g / 20-25 resource / 12 HP / 10 MOR / 9 MR), good against indies, Lightning (armor-negating) and Water magic (which is either armor-negating, in which case cheaper units are always better, non-armor-negating, and unlikely to kill any Ulm units), and Nature magic (again, poison is armor negating). Elite Black Plate units (12-14g / 35+ resource / 13 HP / 11 MOR / 10-11 MR), good against Heavy Cavalry (absorbing lances), Crossbows, Fire (armor-piercing, but unlikely to kill Ulm units), Astral and Death (both MR-save) magic. I could even make Black Plate Armor more special, with protective runes against elemental magics (+ 25, 25, 25 or + 35, 35, 35), making them some of the most battlemage-resistant troops around. Do these sound like good changes for Ulm? They're pretty major, but still completely thematic for a nation that fears magic and entrusts both magic and forging to masterful smiths. |
Re: Recruitable Unit Rebalance Officially Complete
I also think that having extra magic resistance would help Ulm, but that just increasing their magic resistance would make them play very differently from what Illwinter meant.
I could agree on the magic resistance, or elemental resistances, but not both. I also think elemental resistances would suit them better, but that would be quite a large jump in game balance. |
Recruitable Rebalance 7.2 is posted.
All changes can be seen at the top of the first post in the thread. Aside from bugfixes, a bit of additional "flavor," toning down Niefels and mauls, and cheapening a few bad buys, the primary changes are:
1) Giving light infantry and cavalry +1 attack, to reflect the greater dexterity of a trained soldier wearing little armor. 2) A complete and major change to all Black Plate units, resulting in a new Ulm. Please tell me if you like it or not... I have a feeling some people may not, but it makes sense to me. Moreover, it makes their unit lineup more fun, varied, and interesting, while still entirely within the scope of Illwinter's concept of Ulm (in my opinion). As a side note, virtually all units in the mod that had major changes or equipment changes also have new or adjusted descriptions to reflect those changes. |
Re: Recruitable Rebalance 7.2 is posted.
I'm still very much against what you did to archery. Longbows and Crossbows already did their respective jobs well. A Longbowman was more expensive to train and much more devastating against at long range and when used against lightly armored people. 9 points armor piercing for a Longbow is completelyu inane, 14 points of non-armor penetrating damage conveys their purpose really well.
That's the part I don't get. While the power of many units is off (especially Horse Archers, who suck), the Shortbow, the Longbow, and the Crossbow all fit perfectly together relative to each other. Why give them a new and different job on the battlefield when they are already desirable and historical as is? -Frank |
Re: Recruitable Rebalance 7.2 is posted.
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a) in Dominions II crossbows are longer range and more expensive than shortbows, instead of shorter range and cheaper, and b) in Dominions II longbows are incapable of harming heavily armored units, while in real life they can, and c) in Dominions II crossbows kill heavily armored units at their maximum range. In real life crossbows do much less damage at their max range than arrows; probably not enough to pierce heavy armor, and d) in Dominions II, a longbow usually kills a lightly armored unit in one hit. This would be very rare in real life. I was trying to rectify those things... but since Dominions II is already designed with specific roles for shortbows, crossbows, and longbows, changing them (to be, in my opinion, closer to their historic uses) can have adverse effects, and would certainly change their current relative balance, because it is (as far as I can tell) not historically accurate. So, that's why this mod is "under development" rather than "complete." If I find (through testing) changes that made the game better balanced, more fun, and more realistic, I'll keep them. If I find changes seem like they would accomplish those things, but in practice, actually break the balance or reduce fun, then I'll adjust or remove them. I wish I could add things like "Damage reduction rate over projectile's trajectory", "Armor piercing percent", and "Damage type (crushing, slashing, piercing) pierce bonus versus armor type (soft, plate, chain, scale)" and even "Weapon damage modified by x% of strength", and especially "Weapon speed: 1.2 attacks per turn (for example)." Each of these would help differentiate weapons and enable them to be customized to their historic role. But I can't do any of those, so I'm doing the best with the mod tools (and game engine) provided, and thus giving longbows their very real ability to pierce armor, without making them similar to crossbows, is simply not possible. Have you played with Man and found it overpowered? |
Re: Recruitable Rebalance 7.2 is posted.
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And as for white centaurs as discussed in the other thread I don't know if they are overly powerful. Yes they are clearly better than Vans which are, IMO, the best recruitable unit in the game. But it's capital only so it SHOULD be better than the Van. |
Re: Recruitable Rebalance 7.2 is posted.
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a) make them range=20, acc=+5 b) obviously, you need "armor piercing" and not to low damage c) see a) .. d) so you basically say that hitting a man through heavy armor is more likely to kill him than hitting an unarmored man? Think again ... never heard about shrapnel from armor piercing arrows http://forum.shrapnelgames.com/images/smilies/wink.gif Actually, the only good defense against a longbow is a thick, wooden shield, which will take much of an arrows momentum away by friction, as the shaft passes through it. |
Re: Recruitable Rebalance 7.2 is posted.
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b) Exactly, which is why I gave longbows ap. c) Again, I don't want to nerf xbows to the point of uselessness, or make xbowmen run suicidally out into the battlefield to get into range. d) No... what I mean is, a 14 damage longbow (Dominions II) generally kills a light unit (leather cuirass only) in one hit by dealing 11+ damage, which is unrealistic. Modded longbows (9 ap) generally do not kill ANYTHING in one hit, since they only do 8+ damage to even units with a leather cuirass only, which is more realistic. On the other hand, while less likely to kill light units than original longbows, they are also more likely to wound heavy units, by virtue of the ap damage. Therefore, the mod makes them more realistic against light and heavy units than before. I'm trying to adjust the units and weapons to reach a certain goal... but, for example, I'm not entirely certain that crossbows, shortbows, and longbows were even contemporary. You can't balance flintlocks versus Steyr AUGs, no matter how hard you try, because one has no role when the other is available. And furthermore, I can't really put each weapon into its correct role if the battlefield is too small to model that role, or lacks elevation required by a role, or if the engine does not model the degrees of armor-piercing or ability to wound without killing that are vital to accurately represent a weapon. If a damage cap was allowed on weapons (5 damage for all arrows and bolts, for example, with a 10% chance of a critical hit that ignores this restriction), it would make the situation a lot easier... The simple answer to your question is, I'm trying to fix them, but I'm not sure it's possible... I don't think that Illwinter's stats, my current stats, or your proposed stats are particularly good solutions, but maybe one of them is better than the other two, and approaching a good solution. |
Re: Recruitable Rebalance 7.2 is posted.
In addition to reports of longbowmen slaughtering well-protected troops, I also heard of less optimistic reports, where the longbows were only deadly when used at a fairly close range (a sort of kiss of death). Either way, I think your solution works well SC: longbows can kill troops with a bit of luck (a lot of luck in the case of knights), perhaps better than in history, but they will be less fearsome once the enemy has reached the archers.
Of course, that's the theory: in-game actual use of the longbow is another matter altogether. I would think they are fine with your changes: they remain powerful against independents, but another human player can use protective spells/arrow fend/storm to make your archers much less of a threat. |
Re: Recruitable Rebalance 7.2 is posted.
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For most of the day, it was only the crusaders left column of spearmen and crossbows which fought back. Interestingly enough, the muslim couldn't do much impact on the shielded spears or the felt (!) armored crossbows, but took heavy casualties from the bolts. Only the knights horses suffered badly from the constant hail of shortbow arrows. You may also check the Wikipedia entries about Longbow and Crossbow - according to those, the Crossbow was used in Europe since 800, the Longbow since the 12th century. (by the welsh some hundred years earlier. Claims that it in fact dates back to prehistoric day I doubt sincerily. The romans never conquered the welsh hill country. But if they would have been met by devastating longbow archers, there shurely would be some written evidence, but I never heard of such.) Quote:
In fact, I think your supposed changes will go a long way to make the missile weapons more realistic. What they are not, as Frank claims, in the standard game. And my suggestions wheren't really that much thought-out, but just some numbers I threw into the dicussion. Some more numbers (must most likely be tweaked somewhat) and intended use of the weapon .. : Longbow 45 (ballistical archery, even on rear echolons) Comp bow 35 (ballistical archery on distant targets, or over front troops which are close by) Shortbow 27 (harrasing fire from the 2nd line into the front of the enemies battle line, or short-ranged direct fire into non-missile troops) Crossbow 27 (precision fire against "heavy" targets, NO ballistic firing) |
Re: Recruitable Rebalance 7.2 is posted.
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Re: Recruitable Rebalance 7.2 is posted.
why not drop the xbow range to 20/25 (i.e. almost useless) and make them way cheaper to compensate - the thought being that maybe they will die before they get to fire, but wth, they're cheap?
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