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-   -   Hoburg Alliance Special Edition, now complete with hoburg heroes (http://forum.shrapnelgames.com/showthread.php?t=17376)

Teraswaerto February 3rd, 2004 03:58 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
Anyone with levels in holy is automatically sacred.

There is a commander for the Hog Knights - Barthulf the Hog Meister, a hero. Maybe a recruitable one could be added, but I'm not sure it would really contribute anything important to the mod. Strat move 1 seems appropriate for a pig carrying a fat, armored, hoburg on it's back.

Adept February 3rd, 2004 10:34 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
I don't think that's right. About the strat move. A mounted unit should be able to get the srat move 2. It's not like that cavalry speed yet. And for that they need a move 2 commander.

Othervice, the faction plays nicely. I think I'll try them out for our next multiplay game. Just need that tiny alchemist (possibly on a siz 3 hog like the knight hero) and an upped move for the knights.

Adept February 4th, 2004 02:20 AM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
A small strangeness in the unit descriptions. The Hoburg champion is described as weilding a mace, though he actually has a shortsword.

I hope he get's to keep the shortsword. For some reason the mace has _both_ less damage and no attack or defence bonus.

I think a mace is supposed to be a rather heavy weapon. Used by knights to bash at other knights.

Teraswaerto February 4th, 2004 03:21 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
The Erdefreund is map move 2, though he is a bit expensive since he has other abilities too. I guess giving the Hog Knights map move 2 might be good after all, since at the moment they seem fairly weak for the cost.

The alchemist-->hoburg conVersion is pretty much done, but I'm not happy with the graphics. Might fiddle with it a bit more.

Adept February 4th, 2004 07:38 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
Marvelous. I'll be looking forward to it.

[I'm fooling around with your clever mod a bit to find out how these things work (just for local use of course). I've tried out the strat move 2 hog-knights and that makes the hoburg nation much more playable. I'm going to try making a Hog-knight commander for them next.]

Found the third hero yesterday. Having played a hobbit-trickster for many years in a tabletop RPG, I really enjoyed your ideas on such.

ywl February 4th, 2004 11:06 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
Quote:

Originally posted by PhilD:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Saber Cherry:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Teraswaerto:
Since the hoburg crossbows are so good, there would be very little incentive to use slings.

<font size="2" face="sans-serif, arial, verdana">Just give them the MOM halfling slings that do 200 damage at range 50=) Seriously, though, slings are 0 resources, so I can certainly see a use for 5 gold, 1 resource hoburgs with a dagger, sling, and leather cuirass. With Flaming Arrows... they'd be better than crossbows, as they fire every turn.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I've been trying the Hoburgs at about the same time I discovered the beauty of Flaming Arrows and Wind Guide... but, to tell the truth, it takes some work to have the Hoburgs develop enough magic for this. I just happened to find a site that allows for the recruitment of Astral/Fire mages, so that made the trick...
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Just use a Moloch with 9 Fire to do the trick. The Fire blessing to those cheap holy units is also a big plus. Though it's strange but it's thematically, marginally possible that the hobbit, no holburg got tamed by the dark side. Also, to win, who care http://forum.shrapnelgames.com/images/icons/icon7.gif .

The mod seems to be a little bit overpower to me - I'm serious. I think I can use it to beat quite a lot of the regular nations, might be even in an MP game.

The holy units need to be capital only but there's probably no way to mod it in right now. Volkfriend is too cheap, though you can argue it's similar to the Sun Warriors of Mictlan with less hp and higher protection. The mass-crossbow is devastating but that's rightfully a characteristics of horburg nation. 100 gold for a 3 magic horticulturist is a little bit too low IMHO. 120 or 150 would be more appropriate. Also, why are most priests and mages have 25 leadership? Most of the other nations, except for Marignon, usually have only 10. For horburg slingers, it's thematic to just give the weapon to the militia.

Teraswaerto February 4th, 2004 11:35 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
I'd rather make the Volkfreund weaker and leave it non-capitol restricted, and make the Tierfreund capitol only, possibly with a slight boost if appropriate.

Machakan Witch Doctors, for example, have 3 paths at 1 for only 90 gold, so I don't think the Horticulturist is too cheap. The Obstgaertner will be capitol only, BTW, once that becomes possible (and I'll add a Verehrt Obstgaertner as another capitol only mage).

Any new commander has 25 leadership, that can't be affected, as far as I know.

Great idea about giving the militia slings.

Adept February 5th, 2004 01:43 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
The tierfreund is not powerful enough to be capital only (I think anyway). Nor does the volkfreund seem overpowered.

Heck, it's very hard to be overpowered with strength ~ 5 and armed with a shorsword.

Surprisingly enough the hoburgs can sometimes manage to take on normal heavy infantry, but they do need 2 - 3 times their number.

Teraswaerto February 5th, 2004 03:01 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
The Tierfreund is supposed to have 10+ or perhaps 15+ stealth, but that isn't possible yet. They are weak, frail, and virtually unarmored, but still quite deadly in battle due to the poisonous magic weapon, and a defense of 15 (without any blessings).

ywl February 5th, 2004 05:58 PM

Re: Hoburg Alliance Special Edition, now complete with hoburg heroes
 
Quote:

Originally posted by Adept:
The tierfreund is not powerful enough to be capital only (I think anyway). Nor does the volkfreund seem overpowered.

Heck, it's very hard to be overpowered with strength ~ 5 and armed with a shorsword.

Surprisingly enough the hoburgs can sometimes manage to take on normal heavy infantry, but they do need 2 - 3 times their number.

<font size="2" face="sans-serif, arial, verdana">With Fire 9 blessing, I had a 48 Volkfreunds plus Burgmeister Guards army routing a 24 Heavy Cavalry (8 of them killed) + Light Cavalry, Light Infantry indie (70 units total). It's not easy for any other nations I played.

With their low cost, lack of capital-restriction, I can easily field a 100+ Volkfreunds by turn 10-12. Horburg also has access to cheap Nature 1 mage and thus the spell "Protection" (Alteration 3 only), which add another 7 protection to the units. That's a mighty army.


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