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Re: Conceptual Balance Series (Mod)
For the Lord of the Desert Sun you could just bump his Awe rating up to +4 or so. Should make him a *fine* early SC.
Oh wrt. the spell mod I was wondering why no change ( ie: nerf ) to mistform. It's considered to many to be the best early defensive spell in the game and it powers many of the early SCs. Bumping it up a few levels would put it out of reach of early SC's while keeping it for the people that want to protect their casters. Sadly this would eliminate yet another option from the early game. You could bump the path requirement by quite a bit making it only for Air SC's. Or you could do nothing! |
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Body ethereal and personal luck are both quite a bit better than mistform. |
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well, together I'd say they're better.
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The Lord of the Desert Sun has hard-coded great lions, like the Moloch has imps. Kithaironic lions would be too powerful by a lot, unless he had only one or two. I'm not sure if battle auto-summons can be modded (other than being removed) at this point. Boosting Great Lions is also problematic from another point of view, which is that they can be summoned with Summon Animals. True enough that you would also get useless chaff like wolves, black hawks and giant spiders, but if great lions become Kithaironic equivalents, it'll be worth it with the new lower cost for Summon Animals.
It'd be better to just remove the lons altogether, it's not as if they can actually accomplish anything, and the LotDS isn't that spectacular on its own (unlike the Moloch). Edi |
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Well they would not have to be the full power of Kithaironic lions. They could be somewhere in between.
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Still think assassin ability works better. He gets normal lions as a meatshield. Fire and Nature magic are very potent spells for one on one battles. I tried this configuration out and it seems fairly interesting. A Pretender Assassin is powerful in the early game when he can fight inside his own dominion. Later this ability become more of a gamble since the lions provide little support against higher tier commanders with bodyguards.
Also gave the Moloch the assassin ability. I didn't try it out for any longer period but it seems imps are a lot more powerful in one on one combat. Anyone got a clue on how to make the Mother of Lions useful? I haven't come up with a reason to select her as a pretender (and the graphics are odd. I can't make out her head). In the end I simply removed her from the Pretender pool together with other "hopeless cases". |
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Both the Moloch and the Lord of the Desert Sun have to be used differently from other pretenders, which to my mind is a *good* thing. I find both useful just as they are. If you must have a pretender who operates strictly solo, then choose something else by all means, but that those two come with auto-summons is interesting for variety's sake.
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This weekend will be a new release of the SpellMod as well as the initial Release of the ScaleMod. If you would like to try out a blitz with them try the IRC channel during the weekend.
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No preview of the mods so people can prepare (and thus possibly get a blitz started a little more quickly)? http://forum.shrapnelgames.com/images/smilies/happy.gif |
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I think Zen is still putting the finishing touches on things, but we are planning a blitz using the mods at 3pm today at the usual place - irc.gamesurge.net #dominions
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well, IRC isn't the most precise place anyways http://forum.shrapnelgames.com/images/smilies/wink.gif
but trupe's in the same time zone as you are... |
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Whoops. Yes, 3pm EST (GMT-5). Sorry not to have posted that in the 1st place...
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Another balance topic : I've experienced in several PBEMs the power of flying armies - usually Caelum and Demon armies totally dominate strategically any landlubber nation.
The only "counter" to fliers is magic transportation, which is way more expensive. I think that reducing the strat move of fliers - let's say to 2 at most, and 1 for "heavy" troops, be they SG/IG or Gargoyles - will balance things a little. After all this can even be rationalized by considering that fliers can't fly all day, they aren't usually birds (except hawks, but these ones are not too powerful lol). |
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Reducing the strategic movement of flyers would have the very bad effect of allowing troops that move on foot to move as far or farther than flyers in some conditions (such as when the terrain is plains). I don't think that light infantry is supposed to "run like the wind", or that cavalry should be running faster than creatures can fly. That strategic mobility is very nice, yes. But it's one of the main benefits of Caelum (who doesn't necessarily even bring armies along), and I'd disagree that the "only" counter was magic transportation (which is, barring artifacts, more expensive, but also goes further). There's also remote summons, remove evocations (murdering winter for devils, fires from the sky against Caelum), stealth units being used to surprise them, and otherwise strategically deducing where they're going next (ie, blind guessing) and attempting to move an army there. And arguably PD ought to be more effective in warding off such things, but as I believe the devs want an offense oriented game, it seems unlikely that PD is going to be boosted much. |
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To previous replies :
Flying has a *big* advantage over overland strat move, it allows to pass any terrain without having to have "xxx survival" ability. So any Caelum/Devil player can use 1 army to as much effect as 3 or 5 landlubber armies, attacking the weakest one in turn without possible retaliation. And if the landlubbers regroup you can wreak havoc everywhere else and use mass damage spells against them ! And no, M Winter hasn't any noticeable effect on devils, nor against Caelum? Only FftS is effective and only against Caelians. As 1 turn is 3 months long, I don't suppose strat move represent any unit running/flying for the whole season, but is rather an estimate of an army ability to move in an organized fashion, with supply train and so on. So "Flying" shouldn't be that much of an advantage . Powerlessness of PDs is another balance issue indeed http://forum.shrapnelgames.com/images/smilies/eek.gif |
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I thought 1 turn represented 1 month... (early/mid/late spring/summer/fall/winter = 3*4 =12)
Otherwise, I pretty much agree with you. For Caelum, I think buffing PD up a bit and making false horrors not spammable for a long time without severe fatique would be enough - it's not their military strength that people are worried about. If something needs to be done, maybe a magical net (NN, Hunter's net, supply bonus + 'lost wing' affliction for those hit, dmg 0 + entangle in AOE 1). http://forum.shrapnelgames.com/images/smilies/wink.gif About devils, I think boosting up their classical counterpart, the angels, would deal with them quite nicely. If a small group of angels was able to devastate devils as well as small group of them is able to devastate independents... |
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The single biggest problem with strategic flying is the fact that it allows you to fly over a province or two and also attack in the same turn. This is the true problem with the game imbalance of flying, imho.
Even if land troops have the movement to go through your own farm land and move into the next neutral or enemy controlled province, it is not allowed. This should work for both walking and flying, or work for neither. My opinion is that the only change needed to bring flying back into balance is to never allow a flying troop to attack an uncontrolled province unless the army startes the turn adjacent to the desired province, just like a walking army. You can still use flying to quickly bring reinforcements to the front lines through your owned territory, so it would still be a good ability to have. But the nearly unbeatable, cheesy flying strat of taking 10 provinces on one turn two deep into enemy territory would be nerfed, just as it needs to be. My only win in an MP game was accomplished as Caelum with a lot of thanks to using this cheap flying strategy. It even causes people to take the cheap castle and spam them everywhere to try and stop this. Which is yet another cheesy strategy that works well. |
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Just to help illustrate solutions to flying troops: the Mechanical Militia global spell. Yep, it's an expensive spell, only available to one nation at a time, but having the 10 or so MMs added to any province with a single point of PD wreaks havoc with a lot of fliers, stealth troops, and even most remote summonses. Another way to go: station a mage in each province commanding some statues and mechanical men. Zero upkeep, if you use a summoned mage to command them. Another possibility: get enough scouts out to see when someone is starting to grow devils, and see about disrupting their plans. It's easier to see if someone's building soul contracts (the usual way of generating large amounts of devils) than it is to see if someone is hoarding clams and fever fetishes. |
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Supply is provided by a supply chain from the closest fortress (up to 4 squares), however not through hostile provinces! The requirement for cold+3 reduces the available supply in non-cold climates dramatically. This works out remarkably neatly: When I played Caelum and used my fliers to attack behind enemy lines, my Caelians usually starve badly. Of course, commanders never starve, so as the game progresses and when mages start to pull out entire armies out of their pockets (living clouds, etc.), food is not a concern. I think food balances flight pretty neatly. Maybe its enough to have WineSkins having 2N requirement for forging, so that Caelum cant do this. Do Devils eat? No? Oops!!! (I rather think supply is sort of ridiculous with all those easy wine skins and need-not-eat summons, which can be stacked to huge armies...) |
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Just to be perverse and go back on topic : How'd the game go Satyrday with Zen's newest mods? I've been checking, but haven't seen even the beta Versions up on his webpage, so I'm reduced to mere curiousity what people thought of the latest spell mod and the scale mod. |
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To Cainehill, back on the Flying balance :
I don't think the Flying issue is comparable to SCs, Hoarding or many other in that Flying is a nation-specific huge advantage right from the start (for Caelum) or relatively early in the game(for blood nations). Mech Militia et al. are not an option before mid-game, and not an option at all for many nations. To illustrate this, in a pbem game, I (as TC) allied with Marignon and Ermor (BE) vs Caelum on turn 30-some. My allies+me were overall much stronger (in terms of income, research, gems, provinces) an yet Caelum manages to hold for 10 turns and bLasted most of Marignon and my armies. And the game is on Hard research ! In another I'm playing Caelum (turn 25), just eradicated Arco main army (with Pretender), and on the next turn I turn against Machaka with all of my armies... This is a just an unfair and unbalancing advantage, Caelum opponents just have no effective counter. |
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No effective counter against what? Masses of Caelian Archers backed up by few mages, masses of Caelian Infantry backed by some mages or lots of seraphs backed up by some archers/infantry?
Caelum's archers are quite good, but still die quickly if anything gets next to them. And they eat a lot. Fast Caelian infanty is quite bad, too. And the good ones are not only expensive but slightly slower as well. And the "lighter complexion" of Caelians that enables flight also makes them weaker than their human counterparts. I haven't tried them in MP, but I quess they will be quickly decimated if your enemy manages to surprise you in any way. And the mages are excellent, as they should. I can see mountains blocking flyers, but I don't think swamps or forests would be much of a hinderance to them. Maybe in Dom3... |
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The real problem is that once Caelum gets false horrors, which is not all that far into the game for the fastest researching nation, it gives that race a supreme advantage. A single Seraph can kill up to 10 PD reliably, except perhaps for Ulm or Jontunheim. And a Seraph with 2 archers can take those two nations too, losing maybe one archer in the first volley to Ulm and losing nothing to Jontun. Even if you lose one raiding force and take only 9 of 10 desired provinces, so what?
In what is still early game, Caelum can therefore take pretty much any province against ANYBODY that can be reached. Want three enemy provinces? No problem! How about 6? Getting harder, but sure. Ten? Yup, I have done that and more in a single turn in an MP game. It cannot be stopped without having a castle in every province. As long as fliers can jump over provinces AND attack in the same move, flying will be an unbalanced ability. Thus making Caelum the best race for the early game and deep into the middle game. As for the end game, it may no longer be best, but will still be in the top 5 because of the early game advantages. |
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I was getting 5-10 provinces and losing 0-8 each turn for like 15 turns against three opponents. I was also taxing many of those at 200% for multiple turns and using the money to get even more Seraphs and plenty more cheap archers to keep reloading. Everything I lost was easily replaced and then some. Everything my opponents lost was gone for good. It was surprisingly easy to overrun my opponents with about 10-20 separate armies composed of one Seraph spamming false horrors plus 5 archers. I lost many of those sacrificial strike forces, but it simply made no difference in the long run. And EVERY SINGLE TIME any one of my three opponents seiged one of my towers, I simply hit him back with a real army composed of my flying pretender, AQs as needed, draconians, hawks, and up to about 20 seraphs and maybe 40-60 archers from many strike forces, which I could fly in from every conceivable direction over amazingly far distances. I never once lost any of my own towers. Even better, it was typically easy to cut off the retreat path with my annoying fliers and poof any enemy who might have survived the battle. Strategic flying is definitely overpowered. I have been on the receiving end of this strategy more than once and the dishing end but this one time. It is far more pleasant to be doing it than having it done to you. |
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I'd completely agree with Panther.
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It's phases like 'fastest researching nation', 'draconians, hawks, and up to about 20 seraphs and maybe 40-60 archers', 'supreme advantage' that do. Whom was he plaing against? Someone with neither a clue, a long term plan, nor even superficial knowledge of Caelum's tricks. One thing's for sure. I have never had a problem with fighting Caelum when I have played Pythium, Vanheim or C'tis. I hate Jotunheim, but I think that they would also easily deal with Caelum. Yes, Caelum is among the top nations, especially if diplomacy is forbidden, but I stopped played them when I realized how limited they are in the late game. The one time I have fought a strong Caelum nation with Vanheim, I was winning only one battle in three, but six turns after the war started, he did not have a castle that could produce anything... and he had not killed a single mage of mine. Afterward, a few cold immune Vanadrotts trapezed on top of his province-taking squads, and he went AI. Do not get me wrong. On a small map, or with clear teams, I would like to play Caelum. But on a decent sized map with ten players, I would pick a race with no glaring weaknesses, and that excludes Caelum. |
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In particular, Ulm had no chance. His smiths always targeted his own troops once the horrors appeared. His best strategy was scripting fire shield on his commanders where he could. Jontunheim did quite a bit better, simply due to the sheer Lasting power of the infantry plus bane lords. Surprisingly enough, the seraphs frequently switched to frozen heart against the bane lords and Jontun infantry once the script ran out, which was very good. Arco was a rookie in his second MP game, that much was true. He could have beat me with the astral mind spells which ignore the horrors. But he had too many priests and not enough astrologers. Still, at most, I can see losing some archers in a big battle. Certainly not 20 seraphs. Especially since Caelum can get false horrors so very quick if they want. Most specific counters take a lot longer to research than Caelum going straight to Alt 6. Also, the seraphs are so incredibly cheap for their power that Caelum will always have more fighting mages than any other race. I will agree that Caelum becomes somewhat limited late game, but I have not played past about turn 70 in any MP game as yet. |
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Just to chime in - on the one paw, I'm not sure Caelum is all that overpowered. But on the other, I'm not sure that it's all that limited in the late game, given a well designed pretender. I suspect it's a top-5 nation if not top 3. False Horror : Overrated, imo - Seraphs using lightning bolt and/or frozen heart are about as effective. Wrathful Skies - in my first two Caelum games, I haven't used it a single time. Both games I've one of the top two nations, without _ever_ using WS, and both games are post turn-50 now. I even had my pretender killed fairly early in one by a blitch (a B of a glitch http://forum.shrapnelgames.com/images/smilies/wink.gif ) which he is still crippled from, and in that game, turn 70ish, I haven't even found any good sites - enchantresses are the only recruitable non-nation mages I have. ( Spectres, Lamia Queens, etc, compensate quite well and don't require any luck in finding sites. ) If I hadn't used my somewhat limited charm and tact to manage some diplomacy, I wouldn't be a prime challenger in either game, despite the "huge" benefit of Caelum, and the decent benefit of being a strong intermediate player. So - given that the game is meant primarily for MP, if all nations are supposed to be 100% equal, Caelum might get tweaked down. Then again, stronger players might let ... newer players have the nations like Caelum, Pythium, Arco, Atlantis and R'lyeh; maybe the Jotuns too and Vanheim. This lets the fresh blood experiment with the mightier nations, and allows the old dogs to prove that nation doesn't count for all that much by crushing them with Ulm and T'ien C'hi. http://forum.shrapnelgames.com/images/smilies/wink.gif Something that might be nice, though, would be a game setting tweak that could be used to give a bonus / hindrance to a particular player. Say I get a 10% penalty to research and upkeep, while Cohen gets 20% extra gold, gems and research. Something like that might make mixed games with newbies and pros more interesting. |
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So this idea of concentrating all seraphs together seems quite risky. Besides, to be a defender one have to sit with this force in the fortress (which makes it vulnerable to remote mass-destruction spells) and contradicts with raiding plans. While being one of the top nations, Caelum is not straight-forward to play. They need to branch out their development to have some capable armies that don't rely on seraphs too much. Some kind of balance between defenses and raiding is needed. |
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A little bit of a boost for defense (PD, etc) might be nice to see, likewise a little bit of a nerf for raiders, so that they can't _always_ move before being counterattacked. (Vanheim was a huge PITA in one of my Caelum games; took 10-15 turns to deal with his raiders. Only another 5 or 10 to finish his nation after that though. http://forum.shrapnelgames.com/images/smilies/happy.gif ) |
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I tried some things which I detailed in the Newbie Slugfest thread. Mostly, I've found that having mindless tanks doesn't work too well unless you have good mages able to kill the false horrors / mages. The mindless stuff (vine ogres, skeletons) can actually be killed by false horrors fairly reliably because of the horrors' very good combat stats and ethereality. Making chaff to tank horrors costs gems too while making false horrors doesn't cost any. http://forum.shrapnelgames.com/images/smilies/frown.gif And I've had my mages get scared away by false horrors (even without any horrors attacking them), thus causing the mindless chaff to dissolve. I also watched some of Ulm's battles. I expected "Blade Wind" to work against the horrors, but they missed most of the time. How about some more concrete advice? Panther never did need to go there far, but it seems to me that if I ever did build a significant force of mindless stuff, mages, etc., Caelum could just pop in a seraph to cast Wrathful Skies and blow things up. And just how could one defend against an air queen set to cast Wrathful Skies before attacking? *Sigh* |
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Looks like the thread degenerated into Yet Another "Caelum overpowered" thread http://forum.shrapnelgames.com/images/smilies/smirk.gif
From my experience Caelum is unbalanced from turn 6 to at least 50, because of : - Good cheap mages everywhere - Mammoths against indies - Lightning spells quite early, then effective Ghost/False summons - And ability to shift front in one wing buffet - The same army can take out an enemy army, then fly to another point, make a raid, come back, giving Caelum a power multiplied bu its number of enemies eventually http://forum.shrapnelgames.com/image...ies/tongue.gif A typical Caelian army is my games is like 12 Seraphs, 30-40 archers, and 20-25 infantry. Archers can take out light troops using Wind Guide (BTW, main use of WG is indeed to give +5 prec to the Seraphs, an exploit IMO), Inf main use is to buy time when the enemy try to get to contact and/or disrupt the archers. Supply is not a real issue, a simple couple Bags done by Nature A Seraphs, Sage, Druid etc solve it even if fighting in deserts. A Storm+WS+Air blessing strategy give different layout, but is rarer. Such an army uses only national standard troop end is possible from turn 15 on, quite before summons become common, and no comparably priced army stands much of a chance against. I've seen TC, Marignon, Ermor, Arco, Machaka all been beaten neatly, even when allied... There are surely ways to counter Caelum, but the only effective one I've seen is to gangup against in MP. Sure it rebalances things, but not from a design standpoint ! http://forum.shrapnelgames.com/image...es/redface.gif |
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The trick with Caelum is that this combo is effective, but mostly due to the mages; the main usefullness of the troops is to have chaff, but this on eis flying along the mages ! http://forum.shrapnelgames.com/image...es/biggrin.gif http://forum.shrapnelgames.com/images/smilies/evil.gif |
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Alexti,
I agree with you, things change when global battlefields spells come into play - in my experience it's rather after turn 40 (but I'm in peaceful Old Europe, so maybe .. http://forum.shrapnelgames.com/images/smilies/smirk.gif ). But when this happens Caelum gets no special drawback - their mages won't survive RoS (does Mistform not protect ?), but neither will most other mages and troops : if Caelians have SG/IC/TC they won't be scratched. Same goes for most global BF spells, once they're in summons are needed. |
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I did not intend for this to be a nerf Caelum post. Sorry about that. Everybody seems happy with Caelum being one of the most powerful races, as I found out in my nerf-Caelum post. So be it.
What I did intend is for the devs (or the folks doing the mods?) to hopefully fix the flying imbalance. Because land troops cannot go over even one friendly province to attack an enemy, flying troops should also be prohibited from doing this too. Ergo - flying is far superior to walking by a much too wide of a margin. Especially the flying SCs, which is a huge problem for nearly all races. For the Dice man: you are correct. My frozen heart was how I killed the Ulm Black Knights, not the giants. I remember this now, watching the knights frozen in place while they died. It sure all runs together after a while! |
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well, look - technically this thread is about Zen's conceptual balance mod http://forum.shrapnelgames.com/images/smilies/wink.gif
now, the mod does not address flying, whether or not flying is overpowered. But the caelum problem resides in a combination of synergistic effects: flying + false horrors + wrath, for the most part (exceptionally cheap mages, able to easily get by w/ the watchtowers and sloth-3, also). Zen's mod at least cuts out false horror spam and makes wrathful skies more difficult to cast. both of these, in and of themselves, help balance out the problems. (the scale mod should also end up making caelum pay a bit more for taking sloth -3 as well). |
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