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Re: Infantry Balance Mod
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Re: Infantry Balance Mod
Oh, do you? I can remember (way back in the single digit versions) that I did find a Crystal Amazon province in a game or two...
Air/Astral, bowmen, Pegasus Riders, in plains, right? |
Re: Infantry Balance Mod
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Re: Infantry Balance Mod
They are placed in a province in Tyrande, although the defenders were general LI/HI/Archers.
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Re: Infantry Balance Mod
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However, light cavalry just use horses... you know, horsey-worseies. Whereas heavy cavalry use huge warhorses bred for strength and trained for battle... and armored! Well, I don't know if this is reasonable or not, but these are the factors I considered and their approximate costs. I made up all the numbers myself rather than analyzing Illwinter's numbers, and didn't really follow them very closely... http://forum.shrapnelgames.com/images/smilies/happy.gif Also, Illwinter never really factored in the resource cost of breeding and training horses. <font class="small">Code:</font><hr /><pre> -- Cavalry Guidelines: -- Note that the existance of guidelines does not mean they are followed. -- Type Protection GCOST RCOST ENC MOVE -- Light: 0-9 14 +4 4 3 -- Medium: 10-14 22 x1.5+6 4 2 -- Heavy: 15+ 30 x2+10 5 2 -- Elite: 17+ & stats+ 40 x2+12 5 2 -- Other factors to consider: -- Factor GCOST -- Bow: +2 -- Light Lance: +2 -- Full Lance: +6 -- Mount Attacks: varies -- Trample: +.25*(size^3) -- Mount Survives Rider: +10 (varies) -- Mount Joins Army: varies -- Slower Than a Horse: -2 to 10 -- Protection Above Minimum: +0 to 2 each -- Bonus Stats: varies -- Other changes: all cavs get +1 str to reflect mount's momentum, -- and +2 hp to reflect hits taken by the mount (+3 on heavy cav) -- heavy and medium cavs get minimum 11 morale -- light cav precision penalties reduced, for 4 reasons: -- 1) higher seat gives better vision and better angle -- 2) they are trained to shoot / throw from horseback -- 3) horses will often be still when firing -- 4) the penalty made them worthless </pre><hr /> Anyway, thanks for your analysis! Quote:
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As for the hybrids: They are recruitable with money, and require upkeep, though I did drop the prices of the inferior ones. I eliminated the upkeep on Void Gate Summons (Elder Thing, Vastness, Otherness, Thing of Many Eyes, etc). I don't know if they had upkeep before, but they definitely do not now. So! I've spent about 30 hours in the last several days, smoothing over the previous changes, spotting and correcting bugs, and redoing every cavalry unit in the game. I also added some neat new weapons and armor to units that really needed them. For example: Soulless have no vital organs. They tend not to die from arrows. So I gave them "Missile Protection" (technically, a 0 prot, 0 enc, 1 def shield, and lowered their def by 1 to compensate). It should make arrows slightly less effective on Soulless, without affecting anything else. And I gave Sidhe / Tuatha full bronze equipment, based on their descriptions of "Hating iron and only using Bronze and Leather." You can look at the attached picture to see some of the new armor and weapons http://forum.shrapnelgames.com/images/smilies/happy.gif I'm in the final stages of debugging (primarily, ensuring that no units are missing attacks, got their description cleared, cost too much or too little, or have the wrong unit number for their name) and plan to release the first non-beta today or tomorrow. Thanks for all your comments! |
Recruitable Rebalance Version 6, non-beta, is out!
This is the first complete, non-beta release. You can grab it (and read the release notes) at the first post in the thread. You can also see a screenshot of some of the new weapons and armor that units are sporting in the post above this one http://forum.shrapnelgames.com/images/smilies/happy.gif
Have fun, and I hope you enjoy it! |
Re: Recruitable Rebalance Version 6, non-beta, is out!
Looks very nice! Am away from home atm and cannot test, but will try to do so soon.
Naive question: Can many mods modding stuff such as this exist at once? (E.g., since I selected light cav for my Oglala mod, feedback on which I am still desperately seeking (shameless plug), and you have modded them, will that cause a conflict?) Really Smallish Question: Would you also consider incorporating my Abysian Salamander changes to your mod by the same logic you changed the Vanheimian Fay Boar ("did anyone ever buy one before?") -- 75 gcost, sacred. Anyhow, thanks for this mod, it looks like a lot of work, and I appreciate it -- for me, modding is really tough, and it would be abysmal without feedback. |
Re: Recruitable Rebalance Version 6, non-beta, is out!
What we need now is a game in which all spells beyond level 2 and all pretenders
with magic path cost over 10 are disabled. It would be the perfer way to test this mod. If it is not PBEM (I seem unable to stick to these) I would like to join. |
Re: Recruitable Rebalance Version 6, non-beta, is
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Re: Recruitable Rebalance Version 6, non-beta, is
It's too bad you missed the Age of Men game. I designed it to be more about national armies and less about magic and SCs. It was quite fun!! And for the record I would certainly be interested if you are starting a game of that type up with your mod. Send me a PM or something if you do.
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