![]() |
Re: Rebalance Mod game starting, everyone welcome!
If you all will be kind enough to PM me with the province # of your respective capitals I will do my best to come and end your feud. PERMANENTLY!!! Heheheh.
As for me, one interesting thing I have noted about Ulm is that I am buying only one type of infantry. I want to diversify into the other infantries, but I cant because thier high resource costs mean low troop numbers. And with numbers that low I must ensure that all men in the squad have the same speed or they will "run" ahead and be killed and shatter the squad morale. Additionally, I think the change to increase the cost of the Black Knight back up to its original 60gp was a mistake. While that makes them a *really* great deal, the truth is that the knights are Ulm's only truly potent weapon given its lack of any useful magic. They need to be a good deal for ulm to have any chance at all in a regular game. |
Re: Rebalance Mod game starting, everyone welcome!
OK, sorry I got angry with you earlier. It was just the combined anger from this bug and from something going on in another of my games.
To be honest, I took those 2 provinces because they were easier than anything else, and with hardly any money I couldnt put together much to go after real strong indies. When I saw I was adjacent to your cap, I decided "Aw what the heck, Ill start a war and get killed quickly to end the pain." Didnt realize just how good those sacred dudes are. |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
You might consider buying a cheap militia screen to stall the opponents, so that if the speed different is low, the slower ones have a chance to catch up by the time the enemy eats through the militia to hit your faster units. Other than that, and starting them at the far right, I'm not sure what can be done, but I'll look at the infantry lineup and their speeds... Quote:
Tien Chi and Mictlan: It's unfortunate to hear that you're both encountering problems. That negative scales bug is especially annoying... I'd thought it had been fixed. Thanks for the suggestions on Tien Chi; Communion as a national spell (and MotW communicants) is probably a good idea, as flight is sort of... bleh. I'll look at Fire Demon stats and weapons precision as well; I've never used them, only the default TC summons. I was underwhelmed with the pig-men, though; very expensive for such a terrible unit. |
Re: Rebalance Mod game starting, everyone welcome!
As for the TC Celestial Servents, the latest Zen mod has them mostly fixed: Those pig guys are now 2 earth gems, which is just about perfect for their worth (they are sacred which is why I think the 2 gem cost is correct). I truly doubt that nobody other than a rank beginner would spend 4 earth gems on them in the unmodded game version.
Also, the Celestial Soldiers can now be cast by any old CM under the Zen mod with the new A1S1 path requirements. Heck, a bless effect for TC now becomes a very strong option because of the national summons! All I can say is, GO ZEN! Of course, S&A and BK are both still weaker themes in a very weak race. Zen mods alone cannot change this simple fact. |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
(hopefully it can be merged with SC's mods) |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Still N9 celestial soldiers in are quite nice. |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Please note that I am not suggesting this to be done all across the board for all nations. I just think its valuable and viable in the case of Ulm since thier troops are all ***-slow anyway that I don't think anyone is going to complain about a loss of 2 movement points. Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
speed starting Ulm
Try my Ulm mod - it's floating around on the forum (search for "Black Steel of Ulm" To make all troops have the same battlefield speed an easy and not so easy task at once: Battlefield speed depends on ("base chassis AP"-encumbrance), so as you as you change equipment speed changes most likely as well. Therefore it's the base speed of a unit that has to be adjusted. This can easily done via #ap <action points>. But you'll have to fiddle around with the value to get the desired result. Maybe sometimes you won't be able to really hit the mark and end up 1..2 movement points off. Which isn't that bad in my experience as long as the troops needn't march across the whole field before meeting the enemy. Noted this down for the next version of "Black Steel of Ulm". EDIT: Just skimmed through the unit roster with my mod active. See and behold: All inf has either 6,8, or 10 movement points. So there's the possibility to mix sensibly them already present. Try it out. May I ask you a favour, Cherry? Could you keep Ulm out of your Rebalance Mod? Ulms Inf should be very special anyway. Furthermore, our mods wouldn't be incompatible then. I really hate it if we both put a lot of work (you considerably more than me http://forum.shrapnelgames.com/images/smilies/wink.gif ) into it and one makes the other invalid ... edited: EDIT |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
I'm not trying to make a giant conglomerate mod in order to render all other mods worthless (like the "One Ring"), and I really doubt my mod could have that kind of effect. Look at Space Empires IV, for example - there are a huge number of mods out, many of them partially or totally overlapping, without particularly hurting each other. Here's my proposed solution: I took quite a lot of information, opinions, and ideas from your Ulm mod thread, and I'll be more than happy to credit you (and other thread participants) for them. However, I'm pretty sure that the final version of "my vision for Ulm" will be different from the final version of "your vision for Ulm," even though there will also be some similarities. So if you want, you (or anyone else with a nation mod) can take my mod, delete the Ulm units from it, add your Ulm units, and release it as "Recruitable Rebalance with Arralen's Black Steel of Ulm" or whatever, which would eliminate any incompatibilities. I never really thought about accidentally treading on other peoples' toes, and I hope that's a reasonable response, because I don't want to invalidate anyone else's work... |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
At the very least, the "heavy" versions of all the ulm infantry need to be the same speed. [Heavy Axe, Flail, Hammer, Maul, Morningstar, and Pike] That way you can mix and match units into your ultra-heavy infantry blocks, since they are basically all you ever use anyway. It would be like a modular army. Want some more attacks in your squad? Add in some Heavy Flail. Need to bring down a heavily armed target? Add in some Heavy Maul. |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
On the other hand, it did finally make mauls useful http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Rebalance Mod game starting, everyone welcome!
Useful yeah, but on the other hand a block attached to the end of a stick isnt supposed to be better than a greatsword! The problem is with the AP flag I think. It would be nice if it ignored half the armor up to a max of X. Then maybe the maul would reduce enemy armor by 5 while fire attacks would half it no matter how much armor they have. Ahh well...
|
Re: Rebalance Mod game starting, everyone welcome!
So I have a question for you guys? Is Man dominating? In my test games his AP longbowmen put him at the top of easy expanders. He was very difficult to stop. I was wondering if this trend would continue in this mod.
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Edit: What do you know, #flail works on projectiles. Watching longbowmen with #flail and 90 ap damage versus indies with 12-defense round shields is pretty funny. |
Re: Rebalance Mod game starting, everyone welcome!
One balance note: Independent lizard troops are quite inferior compared to barbarians and other fodder at the moment.
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Jotunhiem also worked very well in my test games I can easily see them doing very well. Ulm ... well I never play Ulm but they were beefed up quite a bit. As for Pangaea I've never played them and I don't understand them at *all*. It would be really cool if someone made an AAR of this game with saved turn files and explain how the heck to do well with Pan. What a bizzare nation ( again: IMO ). |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
I agree, it *is* really nice to have the maul be useful!! It went from being a joke weapon to filling a really useful niche. Was there never any AP infantry melee weapon prior to this?? I'm thinking back now and I cant recall one... well, lances I guess? But thats not really infantry per se. On the topic tho, does anyone feel that mauls might be moving in on the territory of heavy cav? 13-14 dam ap attacks every round instead of once per battle? |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
That's a very good point, though - I certainly would not want to render an entire unit category obsolete to make a single weapon useful. One *possible* solution is to give mauls a negative attack modifier, and lances a positive attack modifier. When you think about it, it would be WAY easier to hit a moving target with a sword than with a maul, yet they have the same (0) attack modifier. OTOH, a knight charging into a battle is probably going to hit SOMETHING with his lance before his momentum dies. If lances can hit and damage most things, while mauls tend to miss agile units and are best used on heavy / slow things like Living Statues and super-heavy infantry, then both would still have a niche. Not to mention that lances - being a cavalry weapon - are still ideal for many things that mauls can't do, like racing across the field to kill pretenders while they are still buffing. Anyway, my preliminary thought is to change mauls from (5ap, 0, -1, 0) to (3ap, -1, -1, 3), and I still think they will be highly useful. Considering how seldom Cavalry is deployed (though that may change with the pricing in the mod), lances might be due for an upgrade, like ignoring shields. Part of the point of lances (war lances, not joust lances) is that they can go right through wooden shields and kill an armored unit. They should damage / stun / dehorse / knock down someone even if it is blocked by a metal shield, though I'm not sure that shields with thick enough metal to stop a lance were ever commonly deployed. Either way, it makes sense to me for lances to ignore defense. As a little footsoldier watching a giant, armored, lance-wielding, mounted knight bearing down on me, I wouldn't lift up my leather-bound wooden shield - designed to block swords and rocks - and assume I'll somehow live, if only I keep the shield between me and the lance. So, I think giving #flail (shield ignoring) to lances - heavy lances, at least - would be a good change. I don't think light lances should get that, though I'm not really sure what they are. If they're just spears aided by charge momentum, I doubt they could pierce shields AND still do damage, since true lances have a very long, sharp, steel head specifically designed for very deep piercing attacks. In fact, it makes sense for heavy lances to get both #flail and #armorpiercing, but that might make them too powerful. |
Re: Rebalance Mod game starting, everyone welcome!
Yeah, my armies arnt 100% longbowmen... Maybe I'm expanding too slow, but at least I'm taking no casualties from indies, so it's a tradeoff. I don't play Man all that often, so I'm just experimenting really.
|
Re: Rebalance Mod game starting, everyone welcome!
100% longbow armies leave you vulnerable to cavalry and archers - not to mention that they're quite expensive. It's true that with ap, they're much better than base Doms II pure-longbow armies. But the rest of Man's lineup is also better, with possible exception of the Wardens, who were already good... and building purely longbows and mages, you'll have lots of resources left over every turn, which you'll probably wish you had used later on when capitol resources are limiting...
I'm not an expert playing Man, but I only build pure armies when playing Ulm, and Abysia. Speaking of which, I wonder if Abysia's units are too homogeneous? Does anyone else build armies purely of a single unit type when playing Abysia? |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Quote:
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Order 3, sloth 3, misfortune 2, magic 3. Pick a monster for a pretender in very hard research games, or a giant humanoid in standard research games. Recruit dryad's for researchers and centaur warriors for troops. Only recruit Panii when you need them to cast specific spells. Gold is your major limiting factor. Centaur warriors give Pangaea a huge amount of early game punch, and remain effective for a very long time. They are even capable of taking down full-fledged SCs. (An air queen with wraith sword, jade armour, and luck pendant.) Against normal troops, 20 centaur warrior's will kill kill 20 Hoplites with fewer than 5 losses. Research alteration up to mother oak, then cast it right away. Then research conjuration to Lamia's. You now have you standard troops for most of the rest of the game ready. Pile these against SCs, and the lifedrain fatigue can take them down. Research construction for blood stones and other items. Trade for a starshine skullcap so you can boost your astral magic. Make sure to research up to charm, which gives you what is probably your most effective anti-SC weapon. Watch out for wrathful skies, as it will hurt you badly. If you can catch air mages without storms, use harpies. |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Like I said this finally explains, at least to me, why ghost riders crush so much. With 25 AP I wonder what kind of damage that charge does ( 25+3? If so, wow, ouch. ). |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
Sadly the beserk does not work well with the W9 bless ( as your defence goes down after getting hit ). I guess I should try out the F9 bless to see how that works ( it usually works dandy on units with a hoof attack ). A F9W9 bless would be fun to try out ( but they are darn expensive ). |
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
What about Marignon / Patrick ???
He's the last one to do his turn the 4th or 5th time in a row, if he did his turns at all ... |
Re: Rebalance Mod game starting, everyone welcome!
Yeah I noticed this as well. I just recieved a PM from patrick that he feels he is unable to keep up with the 24hr quickhost and wanted to be set to AI. I countered that since his nation isnt being actively crushed, we should find a replacement.
As far as replacing him: Why not use one of the players who is already on the way out of our current game? Machaka just lost what looks like a final battle and from what I am told Mictlan is besieged by a powerful force. Would either of you like to replace Marignon? edit: And by the way from what my spies show, Marignon is far from a lost cause. Due to bad capital location picking by the computer, Mari still has some room to expand if they move quickly. |
Re: Rebalance Mod game starting, everyone welcome!
WTF? For the love of god, this game is just trying to [censored] piss me off. I just had 2 very expensive mages set to retreat who 'died when retreating into enemy territory' when they clearly had a province to which to retreat. [censored] this.
After I fight Man's army, I think I will take over Marignon. It was actually my nation of choice, but he got to it before me. Edit: Actually, on second thought, I dont want to take over Marignon. |
Re: Rebalance Mod game starting, everyone welcome!
Tauren, did you lose any provinces adjacent to the province where the mages fled from in the same turn? As far as I know, no one has ever figured out when fleeing actually occurs. If it happens immediately after every battle then situations like this can occur. If it happens at the end of the combat phase tho, this would be a bug.
|
Re: Rebalance Mod game starting, everyone welcome!
The only thing out of the ordinary that happened was I killed a scout in my only adjacent province. Maybe they retreated, like, during the battle with the scout, but thought the scout owned it, or something weird like that.
|
Re: Rebalance Mod game starting, everyone welcome!
Were they amphibians who had to go from water to land or vice versa?
|
Re: Rebalance Mod game starting, everyone welcome!
Nope.
However, the army that forced them into retreat was mercenaries who were on the last turn of their contract. Maybe that had something to do with it. |
Re: Rebalance Mod game starting, everyone welcome!
So tauren. You are sure you will not take over for Marignon? Thier position is not bad. As far as I know they still have expansion room and are probably flooded in money due to staling.
|
Re: Rebalance Mod game starting, everyone welcome!
I *might* if I lose to Man when it hosts in 15 minutes...
|
Re: Rebalance Mod game starting, everyone welcome!
Unsurprisingly, I won. So Ill just keep on trudging.
|
Re: Rebalance Mod game starting, everyone welcome!
Ok. Control of Marignon has been turned over to Tomahawk the ex-Machaka player.
|
Re: Rebalance Mod game starting, everyone welcome!
Who killed Machaka?
|
Re: Rebalance Mod game starting, everyone welcome!
Quote:
|
Re: Rebalance Mod game starting, everyone welcome!
And another smashing victory for the valiant armies of Mictlan, as they continue to fight against all odds...
|
Re: Rebalance Mod game starting, everyone welcome!
To think that just a while ago you thought Mictlan was getting crushed out of the game! http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: Rebalance Mod game starting, everyone welcome!
Well, now Im dead, due to some abysmal scripting on my part. Those white centaurs are hardcore.
|
Re: Rebalance Mod game starting, everyone welcome!
I'm loving how fast the turns are going, now that we cut anchor on Marignon. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
All times are GMT -4. The time now is 02:43 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.