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-   -   Mod: Law of the Commonwealth (http://forum.shrapnelgames.com/showthread.php?t=34050)

Amos December 18th, 2007 02:15 AM

Re: New Mod: Law of the Commonwealth
 
Quote:

I think the alteration nationals should be construction.


The construction tree is too limiting in the spell placement.

Quote:

Several of these units could have a much higher MR (the sacreds, the Teacher of the Law.)


They have low mr on purpose. But I think I'll give them a +1.

Quote:

Yeah, give the heavy sword and shadow of the law an ice aegis (or crafted shield, if you wish).

I was struggling with the shield question. In the end I decided against giving them shields. You get most of them through province defense without recruiting. I'll think what to do about Shadow.

Amos December 18th, 2007 02:44 AM

Re: New Mod: Law of the Commonwealth
 
Version 0.08

- New spell "Craft Citadel";
- Raised resource cost for Energy Shield;
- Warden got patrol bonus;
- Shadow got stealth bonus and +1 to def & mr;
- Elders and Teacher got +1 to mr.

Necroant December 27th, 2007 05:35 PM

Re: New Mod: Law of the Commonwealth
 
Ships are too skilled in Astral. They can cast imprint soul, afair without boosters, and craft rings of sourcery(of wizardry too, if given a crystall coin/RoS). IMHO you need to lover their skill and requirements of "Wormhole" spell to 4 or even 3. Wormhole is national, so there's nothing too bad will hapen.

Necroant December 28th, 2007 08:18 AM

Re: New Mod: Law of the Commonwealth
 
Played a bit more. Spotted that Book of law has Holy 1 and Sacred. This is strange - always thought that pretender can't be a priest of itself.

DrPraetorious December 28th, 2007 08:53 AM

Re: New Mod: Law of the Commonwealth
 
I believe that in the current version, pretender/priests do not crash the game, but personally I avoid using them (either all of the pretenders should be priests, or none, is my feeling.)

I'm not 100% sure of this, though - do you sometimes still get the "no unholiness" error?

Amos December 28th, 2007 09:24 AM

Re: New Mod: Law of the Commonwealth
 
Raised the "Craft Ship" cost to 50. There is no need to drastically change a unit if you can simply tweak its price.
As for holy magic, I'm of the opinion that most pretenders should have holy magic (unless the chassis is simply inappropriate for it). After much debate I've started to add the holy magic frugally in cases when I felt the pretender just couldnt do without.

Necroant December 28th, 2007 04:36 PM

Re: New Mod: Law of the Commonwealth
 
Methinks holy magic on pretender is a stupidity. That will automaticaly cause the prophet to be 'more holy' http://forum.shrapnelgames.com/images/smilies/happy.gif than god itself. God is a GOD, not a priest, especially a weak priest.
The only way I see a holy magic on pretenders is an extra lvl of holy magic(holy5), restricted to gods only...

P.S. Raised a 'Craft Ship' price to 50 to. Removed holy magic from book's stats. Sorry http://forum.shrapnelgames.com/image...ies/tongue.gif

Amos January 28th, 2008 11:18 PM

Re: New Mod: Law of the Commonwealth
 
Version 0.09

Gave all crafted units coldpower. There is a bug. The coldpower command doesnt work but gives the unit chill instead.

Amos February 9th, 2008 12:17 AM

Re: New Mod: Law of the Commonwealth
 
Quote:

- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).


- Lowered price for "Craft Defense Form" spell to 1;
- Lowered price for "Craft Turret" spell to 3.

Velusion February 10th, 2008 02:56 AM

Re: New Mod: Law of the Commonwealth
 
One Suggestion:

I'd give the most expense guys (410) a bit more access to Astral Magic. For a nation that has a 5S nation spell it sure has a hard time casting it.

I think this would also help DrP's observation and make them more attractive to recruit (I found I didn't really need them).

Great looking art and theme though. Seems pretty well balanced compared to vanilla.


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