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Re: Infantry Balance Mod
There are other uses for scumbag troops. Split them into little groups with various kinds of attack orders on the flanks, and they can distract entire groups of enemies for at least a turn, or draw spells or missiles or whatever, which is often worth a few gold.
If you have a spell that makes use of dead units, then they can be nice twice. http://forum.shrapnelgames.com/images/smilies/wink.gif Having a shield is usually better than no shield, but of course it costs resources. PvK |
First Beta Release
Ok, here's the first released version of the mod. It includes all units that I consider infantry and that can be "recruited" without magic, up to protection 13, and all mundane archer-types.
I divided units into categories: Ranged (archers, slingers, axethrowers, etc) Militia (below normal stats) Light Infantry (0-8 protection) Medium Infantry (9-12 protection) Heavy Infantry (13-16 protection) Superheavy Infantry (17+ protection) The cost guidelines for "normal" units in a category: Ranged: 7g for a medium (ringmail cuirass indy) archer Militia: 3-5g depending on armor and stats Light: 7g for a 6-protection (shield + spear) indy Medium: 9g for an 11-protection (shield + spear) indy Heavy and Superheavy are not yet finished. From these baselines, the cost was pushed up for additional abilities (elemental resist, flight, amphibious, extra stats, javelins, magical weapons, and so forth) or down for deficiencies or national trends (Mictlan has cheap infantry, for example). Sometimes stats were altered slightly to justify the price changes, and sometimes stats were changed instead of changing the prices (for example, soulless have no price, but their MR, ATT, HP, and STR were increased slightly). And some weapons have changed; Niefel Jarls and Giants now have longer and better Niefel weapons instead of Jotun weapons. Some units have gained additional abilities; all vaetti gained 25% cold resist, for example, since they live in frozen tundra. Some unit names were altered (like "Amazon" to "Garnet Amazon") and as a result I had to retype the unit description; some of these descriptions were changed slightly (improved and made more interesting, I hope). In general, virtually every unit in the above categories has changed, unless it seemed perfectly fine as it was. Most of the changes are minor, except for units whose pricing and power were completely incongruous (like unarmored militia) and units who did not seem to fit their historic role (longbow became armor-piercing, but less damage). I'm aware that this mod changes the balance of power between infantry and cavalry, and hope to address it in the future, but I can only do so many things at a time=) All that said - this is a beta, so please try it out and see if it is fun and balanced. I suggest that you NOT use it with any other mods that alter mundane units (spell and scale mods are fine, nation mods may or may not be). Have fun, and be sure to report back! Edit: Thanks for trying the mod! The file has been removed and an updated version 5 posted at the beginning of the thread. |
Re: First Beta Release
I've made the mod available for d/l from my site, to increase its exposure.
I do have one minor comment for you, Cherry: you need to get someone else to make a better banner for you. The cherries are great but the text on the .tga looks like an ugly scrawl. |
Re: First Beta Release
lmao... I love the new militia description...
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Re: First Beta Release
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Re: First Beta Release
Y'know, the Golden Era Engineer rip isn't all that nice to Engineers. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: First Beta Release
Heh. Considering I'll probably never hire an Engineer, the point is moot, I think. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: First Beta Release
My main issue with them is that they're Capital-only. Just like half of the other Arco commanders, it seems.
*shrug* It's not like I play MP or anything. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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